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New Game Features Encounters & Caravan System

DeletedUser126

Guest
This idea was technically sent directly to developers over a month ago in a mail. I will elaborate on it here as I have a feeling a lot of people would love it and its not terribly hard to implement. And some people might add something to it.

This idea have two core systems, and several subsystems to make it work. This would fix a lot of the issues we are having right now.


Encounters system:
- Random daily encounters sites of varied strength could pop up in already explored locations.
- Engaging them would not cost any gold (already explored), no Relics for clearing them, and they cant be negotiated.
- They would be pure combat sites where you can fight to get knowledge points, extra resources, gold and ranking.
- This encounter system would be a part of the Caravan system, and encounters that would not be cleared in xx time would intervene with your caravans ambushing them if they are in near by area of the caravan path.
- Monster levels would be always scaled to your age level to make it doable by players and make them log in every day to do those. Unlike normal exploration.
- New research lines could be implemented to support this feature. Allowing better rewards, less aggro range on caravans, more time to dispatch them before they would attack caravans.

Caravan System:
- Core idea is to have system to trade with people further away than your normal trade limit, but at a price, and risk.
- This would supplement the already existing Trader
- You would be able to upgrade your trader, to trade with people far away. Higher lv trader would allow to trade with more people, and trade more resources, and even gold and tools.
- Amount of resources and players trading would be limited by the upgrade level of the trader to prevent any abuse of this system
- New research lines could be implemented to support this feature. More resources traded, more players etc
- All caravans would be visible on exploration map and would take real time to get to a player that is based on distance between each other.
- Caravans would need to have escorts assigned. Any encounters that would pop up during travel outside your area would be a medium difficulty so you can actually manage them. Only one such encounter per route could happen. To collect resources you would need to solve it. They would not always happen it would be a low 10-20% chance of that happening.
- Now the encounter system would be a more intimidate risk factor for your caravans if not maintained regularly. Any caravan passing near it within X amount of hex would be attacked, and yo collect resources you would need to fight them.
- If you dont resolve the fight within X-XX hours depending on your caravan level and research done, you would lose the trade.
- Caravans are not automatic, you need to manually send them, but you can save the players you trade with in a special window, kinda like friend list but for trade partners.
- You could see additional information in that window with what they are looking for, and what they are offering in return.
- Caravan is automatically accepted on the other side if request for certain items was made, and items are being provided.
- In the future it could be even expanded to add top Trader Ranking and Trader Channel for people to find new partners to trade.

Ok so what do you think ? Any questions ?
 

DeletedUser629

Guest
I would certainly like to see something like a daily quest in already conquered provinces so they stay useful for the players. If i'm right, you're thinking about something like a nomad caravan protected by warriors to setup trade camps on the map to increase your trading range. These caravans can still be attacked, and your job is to fight off those attacks. As all of this can happen at any moment, players will have to log in regularly to fight off the incoming attacks.

Your trading range will increase by upgrading your trader, and this will also allow you to trade more/better goods/gold. In addition, you will face tougher enemies as your level increases, thus protecting your caravan will become harder ( the road to succes should not be too easy)

I like this, and i'm curious to what other players think of this.
 

DeletedUser126

Guest
Aye. Thats what I have in mind. If you like that wait for part 2 of that idea, im still writing it. Technically its separate system but it have elements that are connected to each other making this and the other idea even more interesting and engaging :)
 

DeletedUser745

Guest
I like this idea.

Concerning the encounters, I don't agree with the idea of getting extra KP. In the story, relics are part of the ancient Elvenar. Discovering them allow us to know more about it, so getting some KP. Since there aren't any relic to win with this system, it wouldn't be logic to earn KP. But I agree with the idea of getting, ranking, gold, supplies and goods
And if I understood well, the encounters will be individual? Better having them public, so players could really help each other. The rule for encounters is simple : first arrived, first served. If one player has already engaged the fight, it would be blocked for others

Concerning the caravan, this would be more realistic to have real time for trading (like in Tribal Wars) instead of instant trade we have now. But I think the fact that the possibility of loosing resources will slow down the trade between players. I have an other idea. Let's say I want to trade with zneny :

134934Caravan.jpg

We would keep a fee system for players you haven't discovered yet
 

DeletedUser126

Guest
Caravan is separate system to normal trading as it would go beyond the current range we can trade. But not w/o risks.

Caravans would be real time based. As i mentioned.

But trading would still be instant as its only for your nearby players.

And about the encounter being public, that would not work really, not in this sort of game as for example person that is online more would grab all of them always (like me) 24/7 and no one would ever see them except me :D
 

DeletedUser745

Guest
OK, not public, you're right.
So this would replace the actual trading fee?

But I see a problem: let's imagine my caravan is under attack and I cannot solve the encounter beacause I'm at work or sleeping. My goods will be lost, OK. But what would happen to the other player's caravan?
 

DeletedUser126

Guest
OK, not public, you're right.
So this would replace the actual trading fee?

But I see a problem: let's imagine my caravan is under attack and I cannot solve the encounter beacause I'm at work or sleeping. My goods will be lost, OK. But what would happen to the other player's caravan?

This was explained in the post as well, guess you missed it.

If you are under attack you have 12h-24h to react to it, depending on your merchant skills, research and trader upgrades. The Caravan moves in real time even if attacked. The moment it arrives home, your have to resolve the encounters/combat that happen on the way. If you win you can collect it, if you lose you dont get the goods from the caravan.

Since the system is not automatic and need to be manually started, it will work well like this.
 

DeletedUser580

Guest
sounds pretty good to me. All of it. Would like to see it. :)

+1
 

DeletedUser317

Guest
Caravan System

Caravans would need to have escorts assigned. Any encounters that would pop up during travel outside your area would be a medium difficulty so you can actually manage them. Only one such encounter per route could happen. To collect resources you would need to solve it. They would not always happen it would be a low 10-20% chance of that happening.

When you say: "Caravans would need to have escorts assigned" ; it mean that escort travel with the caravan? if so, the posible encounter, will have any kind of foes? because if so, the escort to be sucessfully in all scenarios, need to be all types of troop avaliable at you current researh and 5 squad for every one

When the caravan go from my city with my goods, it can ambushed, which lead to lose my goods, but what happen in the trip of return?, it can be ambush to lose the traded good?, the other player recieve my goods and i lost his goods? (i know you say only one encounter for trip, just expanding the idea).

When you say "outside of you area" you mean: outside of you discovered zone?, if not is against of this:

This encounter system would be a part of the Caravan system, and encounters that would not be cleared in xx time would intervene with your caravans ambushing them if they are in near by area of the caravan path.

- Random daily encounters sites of varied strength could pop up in already explored locations.

Because, if is outside of you discovered zone, no need to made a encounter system as already are one because it is not discovered yet :)

- All caravans would be visible on exploration map and would take real time to get to a player that is based on distance between each other.

Only my caravans and ones headed to my city? or all from all players even when has nothing to do with me?

- You could see additional information in that window with what they are looking for, and what they are offering in return.

I will have a special market where i put what i offering and what i asking? or i need to talk to my trade partner to agree in the trade, in other words i need to negotiate?

- Random daily encounters sites of varied strength could pop up in already explored locations.

When you say "varied strength" it can be very hard? if so how it work? with this:

Any encounters that would pop up during travel outside your area would be a medium difficulty so you can actually manage them.

Ok, i bored already with the negativity, waiting response :), to see if i can add some positivity :D.

Encounters system:
As is related to the caravan system, for now i only say "i am a trader" :).
 

Marindor

Well-Known Member
Part of this idea has already been implemented with the tournaments, though in a slightly different state. I'll archive this thread now :)
 
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