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Post by Dontremb on Jun 20, 2013 0:29:05 GMT -5
Ok, we need to figure out how close two kingblocks can be.
I think it should be a selectable number in the GUI of the kingblock, say between 5 and 200 blocks.
What say you?
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meanz
Project Team
Posts: 14
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Post by meanz on Jun 20, 2013 3:05:24 GMT -5
In my opinion it should linearly increase by the number of inhabitants in a kingdom.
So for example a normal little Hermits land has a small distance of maybe 10 blocks away.
While a little town of 10 players might have a distance of 100 blocks away And for 100 players it would be about 500-1000 blocks away.
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Post by willeze on Jun 20, 2013 3:31:41 GMT -5
there can be a problem like this A player made a kingdom, it has expanded to 150 blocks in radius, now many many more people want to join but all 4 directions are blocked by some hermits or farmers who just randomly placed their kingblock so the territory can't be expanded anymore.
But actually this can be either a problem or a necessary thing, then the big kingdom will have to go and conquer nearby land by destroying others' kingblock before being able to expand his territory.
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Post by killwithkostja on Jun 20, 2013 4:40:29 GMT -5
in my opinion there should be a big distance between newly built kingdoms.
If two kingdoms cross there should be a message(to the Kings and citizens) and the growth should stop in all directions. so the Kingdoms have to fight each other or make some diplomacy to get a solution!
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Post by Dontremb on Jun 20, 2013 5:21:21 GMT -5
I think I'm on board with Meanz here. A single kingdomblock prevents any other kingdomblocks to be placed within 10. Every player who joins a kingdomblock increases that by 10.
If two kingdoms start to overlap, basically, one has to take over the other.
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Post by robogabe (robogman) on Jun 20, 2013 22:26:32 GMT -5
yea, why not make a really hard to obtain item/entity that can (over time) knock over a kindom protection, depending on how big it is will determine the wall health. almost like haven & hearth (, a pretty awesome video game thats free). so if you do this, the heath is based on size of village, and the shield taker downer object/entity could have very low health, just to make it more rare, and hard to come by, and the wall/shields of towns could be like bosses, were the health shows at the top center of the screen, but have way more health obviously.... and speaking off boss, what if you could defeated one and make it like a guardian, like a castle dragon, and if wall is attacked/breached, it will start to attack the attacker, and you can make very expensive harpoons to attack the dragon/town boss, (again very expensive) (and it could have double or triple the health to make it more difficult)
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Post by Dontremb on Jun 21, 2013 0:46:43 GMT -5
That type of system is already worked in to the mechanics.
Players are responsible for building their own walls, and if a player not in the kingdom tries to damage it, they have a debuff that makes them dig/mine very slowly.
The objects that you would use to damage walls are Siege weapons, and these aren't exactly rare, but they will be complicated to build, and move very slowly.
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Post by Dontremb on Jun 21, 2013 7:35:53 GMT -5
This is basically finished. I'm closing this thread and updating the Feature: Zoning thread.
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