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Amazons new MMO Territory battles system explained. Can we get any ideas?

Discussion in 'Wishlist Requests' started by craftymethod, Feb 25, 2020.

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  1. craftymethod

    craftymethod Avatar

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    Source:
    https://www.pcgamer.com/new-world-hands-on-classic-mmo-questing-with-50v50-territory-wars/

    "Territory battles


    Some players won't give a damn about PvP and politics, so there are AI invasions, too.

    How a 50v50 player battle comes about takes some explaining, and things have changed a little since I last saw New World. The rapid fire version: The world is divided into territories, most of which contain a settlement and a fort. Territories are governed by companies, which are founded and run by players. The leader of a company can set tax rates in the territories they control—a little off the top from anyone who uses the settlement's crafting equipment—and encourage the public to contribute to improvement projects, such as better fort defenses and higher tier crafting stations. If another company thinks they ought to be in charge, they can declare war, and a battle will take place at a real-world time set by the defenders. Each company can recruit up to 50 players to fight in the battle—they don't all have to be company members—and then the siege commences. Winner takes, or keeps, the territory.

    Why would you fight for a company you're not a member of? Most likely: You've got nothing to lose and it would be fun. But maybe one of the companies promises lower taxes, or public projects like improved crafting stations. You'll unlock perks in territories you've spent a lot of time in, such as extra XP or lower taxes when you do your business there, so there's incentive to keep a governor you like around. And if you bought a house in the settlement, it acts as a fast travel point."

    Can we get any ideas from this?
     
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  2. Numa

    Numa Avatar

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    Mercenaries are pretty standard fare in almost every war I know of. This makes the option of forming a mercenary team for hire a good addition to this model.

    Companies can then bid for the services of a top mercenary team or give them an affiliate status (which has additional perks) ensuring exclusivity.
     
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  3. monkeysmack

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    I might be mistaken but I thought the sieges we have now were the start of this town raid mechanic. Can this mechanic move forward to incorporate something like what's described? This would add a lot of fun to the game.
     
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  4. craftymethod

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    I found the territory/Taxes idea quite interesting.

    It could be an idea to have to mobilise a guild/faction/company members/whoever is around to defend a section of a town or town to maintain a slightly better taxes rate or soemthing?
    Mercenary groups could be payed to defend a town or control point out of town or any lot really.

    A location that needs to be held for an hour? (Lot capture/timer mechanic?)

    These locations could be occupied by a roving mercanary group which would require mobilisation to reverse the now lost taxes zone buff.

    the above idea would lead to some utter chaos, but it would be funny to see. Instanced zones make good areas to test a little chaos. lol

    Maybe more complicated zone control buff reward ideas could be considered later. Something simple to begin I guess.
     
    Last edited: Feb 25, 2020
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  5. Beaumaris

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    Mmmm, taxes, in every territory, now that is a fun game play mechanic.
     
  6. monkeysmack

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    Just use the taxes collected currently for lots in the game. If the town governor holds the "town tax buff orb", they get 100% of the taxes. If a PvP group captured the orb, they get 90% of the taxes and the governor gets 10%. Capturing the town buff orb gives you that benefit for 10 days before it reverts back to the governor. If the governor and his party of town residents and mercenaries capture the orb, the town residents get a 50% tax deduction. Thus, no one is paying any additional taxes in the game but stands to benefit from participating.

    You can just use a scene like the sieges to capture the orb with forced PvP mode. There are waves of mobs (either, cabalists, bandits, skeletons) and whoever holds the control point for 1 hour gets the orb. The orb is an actual deco item the team can retain as a trophy. The waves get progressively harder. Maybe the mobs would give more loot than usual mobs to attract PvE players to help defend the city. HAHA, this would be mass chaos but incredible fun.

    Large cities would be juicy targets.
     
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