main/Help Design Territory Conquest
Help me design the territory conquest
I need help on deciding how the territory conquest should work. Ever since creating this project, I wanted to make something that the Minecraft community would enjoy, so I decided to include the community in the creation of this plugin. Leave a comment below on any ideas or suggestions that you would like to add to the plugin, and I will see what people like. I should also add that territoryConquest is an option in the config.yml so that server owners are not forced to use these features if you don't want to.
What is already programmed
First, I should let you all know what the plugin is already capable of doing.
- Declaring a point for where the base is.
- Declaring the size of the base. This can also be changed per/base to include bases of different sizes.
- canceling OR slowing down block destruction in a faction territory to non-faction players.
- making sure faction territory does not overlap when a faction tries to claim a territory.
I should also add that the above may be in the plugin, but it is currently not usable by any player who tries to use it because it is all currently unused code. I plan on changing that when I make the territory conquest features.
Some ideas of my own
- Faction leader must place specific blocks to claim land.
- (goes with above) Multiple types of bases and lands that can be claimed. Including HQ/capital and footholds.
- (goes with above) Protected land area will vary depending on type of land claimed.
- (goes with above) Each faction can make only one HQ/Capital area, but it also serves as a spawn point for the creating faction (does not override beds)
What I can't decide
Right now, I really can't decide on what will allow a player or faction to claim or take over another faction's base (maybe something tied with faction rank? maybe some type of "Raid score" that determines who can claim who?) Any other suggestions would also be greatly appreciated. Let me know what you guys want to see in this plugin, and I will develop it if I see a good reason to have it.
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Posted Mar 7, 2012Suggestions would be very helpful.
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Posted Mar 7, 2012In my opinion you shouldn't be able to claim all territory or claim another base without destroying something in it like a boss or capturing a flag?
However maybe add a main base which is where the faction's home is which cannot be captured at all?
Also possible neutral bases which can be setup by admins and captured by factions and retaken but not destroyed for example if a base is caputred the entire building is repaired and friendly guards appear.
If you want more suggests ook at the GuildWars 2 World vs World vs World pvp setup :D
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Posted Mar 7, 2012@th3hutch
I do like most of your suggestions. The only issue I find with the "having to destroy something" before being able to claim or damage the land is that the home faction could easily hide their obelisk(temporary name) behind dirt making their territory invincible. I could just add checks to see if it is possible to get to the obelisk.
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Posted Mar 7, 2012Building off what th3hutch said, I think that to capture a territory there needs to be a couple of conditions:
1. there must be a minimum amount of people on each faction online ( configurable in the config) 2. It should be a time based Capture the Flag but the amount of time it takes to capture a base is determined by what type of base it is, the rank of the faction, and the size of the base.
Also it should be set up that the faction might need to reach a certain rank to be able to capture certain types of bases.
Another Idea could be that instead of a faction trying to capture the base for themselves, they have the option to instead raze the village (so turn it into a ruins/neutral base).
As for my 50 cents I suggest that you implement spout, so you can add GUI's and NPC's, and that you have th3hutch help you out on some of the coding to speed the process, yes I just shoved you into helping someone James :D
That is all that I can currently think of, but If I have any more ideas I will throw them out there.
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Posted Mar 7, 2012@Wolf7115
To fix that issue you could set it up so that instead the captures make the obelisk that way it wouldn't make the territory completely invincible. Or you could make it so that a territory is editable while at war with another faction
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Posted Mar 7, 2012@funbob10
I'm liking most of your suggestions. I think I will add some type of timing mechanism for sure though.
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Posted Mar 7, 2012I am going to start building more of the Territory Conquest mode with most of the features that people have suggested me. So far, what I plan on making is this:
Obelisks
These are little structures (have yet to decide on how it should be built) that allows the leader of a faction to capture land. It will deny a faction leader from building an obelisk if it is within range of another faction's obelisk. There are also different types of obelisks that server different purposes. Factions can overlap land control areas within their own areas though.
HQ / Capital Obelisk
Each faction may only have one of these built at a time. This serves as the main area for a faction. This is the hardest to capture obelisk, and it MAY also give the defending team an attack buff while they are in here. By default, this obelisk has the smallest land control radius, but it is the only area at which a faction can build a spawn obelisk (maybe?)
Spawn Obelisk
This is a special obelisk that does not have a land control radius. Each faction can only have one of these at a time. It must be placed inside an HQ obelisk control region. This area allows faction members to spawn here when they die (if they don't already have a bed spawn)
Foothold Obelisk
This obelisk has the largest land control radius by default and allows factions to protect more of their land.
Defense Points
I was thinking of making some sort of defense point system that makes it easier to attack factions with lower defense points. One way that defense points can be lowered is by ownling more territory. The more territory a faction owns, the harder it is to control it.
Faction Players Online
I was also thinking of making it so that it's easier to attack a faction when you have the same amount or less of the players online. I also want it to announce through the faction's chat channel when their territory is under attack. It will personally message people when they enter a faction's territory, and they will only start claiming it once they go inside the claiming radius for the faction.
tl;dr I have a lot of work to do. Let me know what you think of any of these suggestions, or what you think I should change. I will also remind you that I plan on making nearly everything configurable in the config (the land control radius, capture radius, and whether or not certain obelisks are even constructable.) Feedback would be greatly appreciated.
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Posted Mar 7, 2012Also, post more Obelisk ideas if anyone has any. I ran out of ideas at those three.
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Posted Mar 8, 2012Maybe some sort of obelisk defence system like turrets or a obelisk guardian which protects the obelisks from opposing factions, although the higher the upgrade on the obelisk the better the defence.
Maybe when you extend your factions land you need a waiting time for the obelisk to be build or something? that way you don't just get lots of people spamming your server with lots of expansions but rather it takes time to expand
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Posted Mar 8, 2012@th3hutch
I was also thinking of making it so that the more land a faction owns, the harder it gets to defend it.
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Posted Mar 8, 2012Ok based on your ideas wolf I will build off them.
Lords & Stewards
The two highest ranks in a faction are Lord and Steward. As a Lord it grants you full control of the Faction. As for a steward they have the same ability's as Lord but they can't promote people to the rank Steward or higher.
Advantages of being a steward:
Captains
A Captain is similar to a Steward in many ways, however as a Captain you can't Promote people or do any civil edits, your main purpose is war. As a Captain you have the ability to capture Neutral and enemy Land.
Totems (I like this name better then Obelisks)
A Totem is a medium size pole built with various wood blocks and allows the Leader and Stewards of the Factions to Purchase and Capture Land. A Captain can build a Totem to Capture and nothing more. When placing a Totem, it marks the center of the plot of land.
Spawn House
The Spawn house is a building that can only be placed by inside the HQ / Capital and can be only built by the Lord himself. Inside the spawn house is the Ultimate Totem, a 4x4 wide totem that if captured by a attacking Faction, the defending faction will no longer exist, however to attack a Spawn House the Defending Faction must have less than two Plots of Land not including the HQ / Capital. Also, the Spawn House allows all faction members to teleport to it (if not in combat) or set it as there spawn.
Faction Warfare
This is the most Important aspect of this so I will explain it in a couple of parts.
Base Attacking Requirements
Before any attack can be committed, sides must have the following conditions:
HQ / Capital Attacking Requirements
Just like above, for an attack to an HQ the following conditions must be fulfilled:
Attacking a Enemy / Neutral Plot of land
To attack the Attacking/Defending side must first meet the Basic Requirements. Then the attacking troops must make there way to the Middle of the plot or within a x(customizable value in config) blocks from the middle. Then the Attackers Captain, Steward, or Lord places the Totem block. Upon placement of the Totem block, the Faction being attacked gets alerted in chat. Also, all AI guards in the base get put into attack mode which means that they will attempt to stop the attacking team. To continue to capture the base or plot of land the attackers need to stand within a 3-5 block radius of the placed totem. If the attackers leave the capture area the capture freezes until return of an attacker. The speed of capture is then determined by 30 + 1.75 * (rank of defenders Faction)^2 - (rank of attackers Faction)^2 - (number of attackers). While capturing the placed Totem grows in size as for the preexisting one (defenders Totem) diminishes.
Defending a Plot of land
When one of the bases or plot of lands becomes attacked a message will be sent out to all the faction members containing the location of the attack and the distance you are to the attack. To fend of the attack the defenders must stand within the attackers Totems capture radius. While within the Totems capture radius, the attackers totem will decrease in size and the defenders Totem will return to its formal glory. The speed of recapture can be determined by .75(Speed of Capture) (yes I know that equation sucks couldn't think of anything else)
Razing a Plot of Land
As an attacking Faction, upon completion of capture the Captain, Steward, or Lord will have the option to Raze or keep the village (Raze option not available on HQ / Capitals). Selecting the option can be done by a GUI (if user has spout) or by console command (if user hates spout) after the capture.
I have plenty more Ideas, however this is getting quite lengthy, so I will let you digest these Ideas and if you want more just ask.
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Posted Mar 9, 2012@funbob10
I do really like most of your ideas. I'm going to be working on getting a better setup for the SQL for each faction though so I can store more information per faction than the current setup allows. I also do like your idea of calling them Totems instead of Obelisks, I just used Obelisk originally because I had no other ideas.
Do you also have any ideas on how the rank of the faction changes?