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Nexus Clash :: View topic - Change to faction standard capturing mechanic
Joined: Jul 05, 2011 Posts: 606 Location: Behind you
Posted: Fri May 15, 2020 10:20 pm Post subject: Change to faction standard capturing mechanic
I've been thinking about this one for a while and thought it might add a small bit of flavour to raiding. You know how we refer to the standard as a 'flag', well what if it was treated as a physical object for the purpose of raiding?
Concept: when a standard is captured by an attacking team the character who took it is now 'carrying it'. The faction does not receive the FP for the capture until it is returned to their own SH. Yep, think "Capture the Flag". If the carrier is killed before they return to their SH, the attacked faction regains the ability to rest their SH immediately and does not lose FP. If the carrier has not returned to their own SH within 24hrs the standard disappears and (as normal) the attacked faction regains the ability to reset their SH.
Reasoning: it doesn't seem right to me to capture a standard and then just be able to suicide with no repercussions because you don't have the AP to get home. Also it may add a bit of a 'the chase is on' element to raiding.
Implementation: whatever is easiest to code. It can either be a weightless item in the inventory that disappears when the attacker steps inside their own SH or a status effect that acts similarly.
- allow the flag to be passed between characters in the same faction to get it back to their SH. This may give additional usefulness to the non-combat characters of a faction.
- make the flag carrier's general location (district they're in??) known to the attacked faction members, possibly like an EoD type mechanic. Possibly only visible from the tile the standard was taken from. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|SpÚc´Ôl ChÓrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
The biggest problem I see is that a lot of raids (even successful ones) don't necessarily have the AP to get back home. Most people just AP out inside the stronghold and can capture the flag if they clear everyone before that happens, or through logging in an hour later after pets have finished up. Requiring at least one raider to stock up 20AP or more just to get back home encourages bringing somebody along specifically for the purpose of doing nothing during the raid, which seems boring.
Plus, this looks like it would encourage far more local raiding and far less long-distance raiding. There's little point in having an entire raid team sneak into an abandoned house in Stygia and rest up for the night when it'll take a day and a half to just get the standard back and actually gain anything. By contrast, a much closer faction who can easily get any mortal to run over to the broken stronghold and run back is a much preferable option. What's more, it isn't really hard to find a non-invisible hidden character when you know the general location to look, especially with an entire faction's AP available for the task. Two or three characters with ES could step into every building and walk over every square pretty easily if they just needed to find one character. _________________ A Quick Brown Fox (Lv.29 Revenant) | Set o Lockpicks (Lv.26 Mortal) | Trialist (Lv.21 Lightspeaker) | Scribalist (new mortal)
Conduit is already meta enough, so the question is why?
Well, after they have spent 180CP for wormholes, this 'capture the flag idea' is perfect for them. Not to mention the rest of the raid to get home. _________________ Carilgar (7989) | Seldara (7990) | Nightfire (7991) | Stormshadow (8049) | A Pair of Doorknocking Mormons (8050) | Chianni (8051) | Koldar (11873) | Themys (12088) | Selaedria (12395)
Joined: Jul 05, 2011 Posts: 606 Location: Behind you
Posted: Mon May 18, 2020 4:32 pm Post subject:
In regards to the 'but XYZ class would be overpowered at this' arguements: in the current system you don't have to plan for anything other than dying in place once the flag is captured so even if getting home is easier for some classes, it's still an extra element that needs to be completed on top of the current situation. Also the skills that make it easy for those classes are CP costly and retaining the ability to use them to get home means AP/MP not used during the raid.
In regards to 'but we usually don't have the AP to get home': yeah that's sort of the point. It will need better planning and if you can't get home it adds a bit of a 'chase' element. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|SpÚc´Ôl ChÓrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
There already is a lot of raid planning. "Have a flag capping conduit/guy at +20 AP" is rather monotonous compared to preparing for petmasters or possible live fights during a raid.
This change just benefits bigger guilds since smaller ones would have more trouble finding a flag capper.
Fighting someone who's constantly moving in nexus clash is horrible. The battle is better served during the raid itself, when people are attacking the ward, or the petmasters.
Good for classes which spent points into movement!
Movement options are already strong as is. And to repeat myself from earlier, "smaller guilds would have more trouble."
I like the idea actually but I don't want it implemented as is. The raids are already hard to win if you can only raid during the times where everyone is active. Another hurdle won't do the game any good at this point since the raid game is already heavily defensive favored.
What I wanted to see in raids are Tiered Goals and rewards so that you still get something from trying but not clearing. The amount of AP and resources used to initiate a raid, tank pets, bringing down wards, bringing down forts, only to be foiled by actives before you can even kill a single soul and not get anything from it is sometimes disheartening.
What if bringing down the ward increases the morale of the raiders giving them 5% accuracy? What if destroying forts makes you restore your own faster? What if the OP's suggestion gives more renown? What if there's a safe storage that you can destroy to get rare mats (not loot the safe).
These are the questions I have in mind that I don't know if it would even be any good. It's just that sometimes it gets stale with the same thing happening over and over especially if you don't like raiding the same factions because let's admit it there's not much to choose from especially if you remove the factions with level lower than your.
Edit: I guess more than winning, Id also like a variety on how a raid transpire.
Sometimes it's difficult already to get some 3 or 4 people online at the same time to raid, forcing one of those people to save 20ap to get home would just make it less fun. Even if the guy with the flag didn't have enough AP and had to hide in the wild before going home, it would be pretty hard to find him and retrieve the flag, unless you had a rev with eye of death in your faction. In theory it would be a lot of fun hunting down the flag, but in practice I fear it would just be a 20 AP tax to the cost of going on raids.
You could make this an opt in system which you need to specify before starting on the ward. Opting in could double to renown you get for a flag capture. _________________ Carilgar (7989) | Seldara (7990) | Nightfire (7991) | Stormshadow (8049) | A Pair of Doorknocking Mormons (8050) | Chianni (8051) | Koldar (11873) | Themys (12088) | Selaedria (12395)
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