Problems:
1. Account sharing
2. outproducing through huge player numbers
3. getting single players to participate more without getting bored
action points to manage other members of a faction:actions are
- entering a fief
- leaving a fief
- starting to recruit
- getting a job
- entering tavern(what does that do anyways
or are you by default in a tavern when entering a fief)
- buying equipment
- selling equipment
- transfer stuff
- move character on the map
Restrict action points to a limited amount per day and also they need to bee seen as a pool for rank 10-8
So all rank 10-8 Faction members have overall/together f.e. 4-7 action points per day.
In my eyes, this should make account sharing less interesting.
diplomatic relation system to support smaller(10-30) and medium(30-70) sized factionsI am speaking of production and trade to be regulated over the knowledge of who works with whom.
For the sake of the argument lets also go with the term efficiency peak and that of say 70.
After reaching the efficiency peak, the more players there are, the less they produce overall and/or the less they get out of trading. Still a 100 players would produce more then 70, but perhaps calculated as more like f.e. 80.
This should regulate
- single factions with 70+ members
- openly allied factions with overall 70+ members
- not openly allied factions who pretend not to work together (large factions splitting up into smaller once) also reducing their efficiency when they have all in all more then 70 members.
How do we get the numbers to calculate, if the peak is reached?
Offer incentives to participate within a diplomatic relation system.
how would that work?
By default all factions are neutral to each other. Now include an option in strategus to define other types of relations. A Factions who wants to be related to another faction with another type of relation ship offers this and the second factions needs to confirm it.
types of relations, advantages and restrictions could be:
- war, no trade allowed, automaticly entered when attacking another faction(fiefs should be able to be traded without the need for an attack)
- neutral, trade loss of 21% of the stuff which is been traded (forget about the particular numbers, those are just examples)
- alliance, no trade loss
now we have the incentive to you join an alliance openly, therefor we can calculate the overall players working together.
With that overall player count we come back to the production, the efficiency peak. If the alliance has overall more then 70 players, their production efficiency goes down. A lot of single clans without alliance have to pay a lot of trade loss, overtime there will be better numbers the devs will calculate with and therefor a hopefully good balancing will be reached.
missions without a faction without taking part in battlesIt always has been like that someone needs something what another one can give, so there is payment.
Questions for me are what can be done as a single faction-less player and what would he do with his payment anyhow, what gets he out of it?
- scouting
he is somewhere on the map and sees stuff i as a faction leader would like to know.
What if i could see what he sees and i pay him for that in gold.
The contract giving faction, gets information about troops in different places, sees the troop movements on the map, sees what gold in a fief.
Perhaps there could be even a special mission with a chance of failure to get knowlege on the equipment in a fief or on a player, if failure, the scout/spy would be handled like loosing a battle and relocated randomly on the map and the faction who was scouted gets a message that that player was doing so.
- sabotage troops, the more troops the less the chance of success, if success a percentage of the troops would die of water poisoning
- steal gold/equipment, the more there is the higher the chance of success, the more troops there are the lower the chance of success
- transport stuff between 2 defined characters or fiefs and get a profit, for that time he can not be attacked by factions with more then 30 members or factions who are in an alliance. Bandits ftw
- offer to attack other single player ;)
include time for how long such task take and make the outcome dependable on it.
Gain for a single player
- thrill, will he succeed with his mission, will he fail
- Not only gold through scouting and getting payed regularly for it from another faction but also by selling stuff he steels
- exp
- something more to do, he can offer himself and needs to get into contact with factions, offer his services
There is a saying, if the wind blows, some build walls to protect themselves others are building windmills!PS: Multi accounting is something still needs to be addressed by deleting these accounts, but if you see a windmill for that let me know. Till then delete and ban those, with the might of the equus africanus asinus
edited:typos