This might change a bit, but:
there will be about a dozen raw materials.
Every village has 3 materials it can produce.
the owner can shift the production balance.
the amount of resources produced is defined by the workers in the village.
the workers are other players who get a gold wage, defined and given out by the village owner.
the real item production will then happen in towns.
a town can produce up to 5 goods at the same time.
the village owner can set a smith.
the smith's skill defines of what quality (=heirloom) the produced item is.
the amount of workers in the town (=players) define how many items will be produced.
there will be other (individual) ways of creating weapons, but that will be very slow and not feasable to equip an army with it.
you don't get gold in strategus.
It won't be fun without gold, chadz. Most factions will want to get gold for supporting allied caravans or something. Also if a player won't be able to feed his troops with food that he has he can always buy some food from other players.
Gold is a must in strat
The question is how will come gold in the first place?
as in much much higher upkeepThis. Personaly I dont care about job in strategus, I have 12k and I can run around with great bardiche and 60 armor, I will still earn gold. And there are a lot of players with really big amount of gold(like 500k). Would be nice to see upkeep with 20k equipment breaking point. So if player wants to have good equipment on crpg servers, he can find job on strategus as a mercenary, merchant blacksmith etc.
Ginger, sure. But we can still speculate, cause.. why not? It's not like we got anything better to do, apparently.Wel u can always have wishful dreams...sure go ahead :P
- people with fiefs/member of big clans in Strat using their gold to upkeep more
IMO the whole gold crossover with cRPG/strategus has been a failure in the past and will be a failure in the future. It just doesn't work well. All it does is encourage people to grind on crpg for strat, making the most powerful clans the ones with the most members grinding. All we need is a way to make money in strat. No crossover of gold.
Then there really isn't a point for clanless people to participate in strategus. No reason for people outside of a clan to work the fields/towns/whatever in this "new" strategus. I guess it would be for small clans to work the fields for larger ones? Hoping for one day a fief of their own?
My suggestions so far:
1. Make each weapon ( weapon type maybe ) crafting tehnique learnable and/or researchable. This will create diversity of demand. For example - you need a Steel pike, but your smith can`t research it`s crafting technology. You heard that is one distant town live a smith you can craft it (and maybe he needs something, that he can`t produce , but what you can offer to him ). So you sent a caravan to him.
2. Make a fair, maybe once a month ( 2 months maybe ). Server will choose map, with selected town and players will spawn without weapons to walk near counters, watch goods, argue with merchants :) . Town that is holding a fair must make an advance payment for the organization of trade fairs. During a fair town will get some amount of money, from taxes,trades and so on. There maybe a fights on arena like in singleplayer.
My suggestions so far:
1. Make each weapon ( weapon type maybe ) crafting tehnique learnable and/or researchable. This will create diversity of demand. For example - you need a Steel pike, but your smith can`t research it`s crafting technology. You heard that is one distant town live a smith you can craft it (and maybe he needs something, that he can`t produce , but what you can offer to him ). So you sent a caravan to him.
2. Make a fair, maybe once a month ( 2 months maybe ). Server will choose map, with selected town and players will spawn without weapons to walk near counters, watch goods, argue with merchants :) . Town that is holding a fair must make an advance payment for the organization of trade fairs. During a fair town will get some amount of money, from taxes,trades and so on. There maybe a fights on arena like in singleplayer.
What do you think about this: Allow players to buy houses in cities and villages.if you could buy houses maybe you could rent them (You set rent to X gold. if someone stayed there you would get X gold a day)
if you could buy houses maybe you could rent them (You set rent to X gold. if someone stayed there you would get X gold a day)And what if a horse dies?
loving how everyone has tons of ideas, but i believe just a small amount of you, if some, has any idea if and how could this be coded (me including), so could some dev perhaps tell us if those suggestions are like manageable or totally off the "realistically implementable" train?
My suggestions so far:
1. Make each weapon ( weapon type maybe ) crafting tehnique learnable and/or researchable. This will create diversity of demand. For example - you need a Steel pike, but your smith can`t research it`s crafting technology. You heard that is one distant town live a smith you can craft it (and maybe he needs something, that he can`t produce , but what you can offer to him ). So you sent a caravan to him.
2. Make a fair, maybe once a month ( 2 months maybe ). Server will choose map, with selected town and players will spawn without weapons to walk near counters, watch goods, argue with merchants :) . Town that is holding a fair must make an advance payment for the organization of trade fairs. During a fair town will get some amount of money, from taxes,trades and so on. There maybe a fights on arena like in singleplayer.
And what if a horse dies?House, not horse.
but balancing everything will be a nightmarebalancing a fair?) what you suppose to balance?
a shitload of headache-prone scripting for spawning the right objects on the right spots.this can be done just by creating a fair-version of a town by town-owners.
The second would require a shitload of contentnothing except the standard
Also, fairs have no reason to exist apart form RP in Strategus.Well, that is partly true, part of idea was about RP.
to have stands and show their goods.Sellers will be bots - players will be customers.
balancing a fair?) what you suppose to balance?
this can be done just by creating a fair-version of a town by town-owners
.nothing except the standard
Well, that is partly true, part of idea was about RP.
Sellers will be bots - players will be customers.
If we assume for a second that each player makes just as much profit after upkeep costs, as the next, then no clan should be at a disadvantage. So the fallen clan and all of its archers with low upkeep, won't be the only ones able to employ massive armies with the best equipment. "Playing more" isn't something that only benefits one clan, either. I've never seen a clan that only played on weekends. Roughly every clan averages the same weekly time played per player.
I actually worded that terribly. I'm well aware that archers have the lowest upkeep cost out of any class and that heavy cavalry and plated infantry are the highest. Though I do see how cavalry clans will run into a problem, but it wouldn't be any worse with my system at the very least, while it would fix active leeching(You'd still have the people who spawn and go afk, but we have QML for that) and strategus gold farming.
Ahem... you base all of the following on a terribly false assumption. Clans with a good part of cav (gk, legio, pecores, templars, bandits...) will have an hard time keeping their cav focus if everyone else makes even only 2x more gold in Strategus. People that play cav usually struggle to break even so I don't see how they could earn money without respec or retire and go inf or even better, archer.
Most of the active cRPG clans will want to set foot in Strategus. So cRPG will likely become a goldfarmingfest for those clans, as Strat will likely be very competitive. I want to play Strategus, but I don't want cRPG to become crap because of it.
Therefore, the upkeep dead zone seems a good idea. It's rather silly to have high level people intentionnaly gimping themselves and their team to gain more gold.
I think having very high (somewhat realistic) standing troops upkeep and low recruitment costs would encourage people to make many little wars. If you can keep your army doing nothing ad nauseam, then I doubt people will come up with many aggressive plans. If upkeeping armies is expensive, then people will likely use them as fast as they can, and have as little standing defense as possible.
Imagine two factions start the first war. They both have a good amount of stacked gold. They build armies and fight a little. Soon a fief of the second is conquered by the first and a peace agreement is signed. Now both have big, expensive and rather useless (they are at peace) armies. They have two choices : either decide they have enough cash to upkeep their army a little more and start a new war, maybe against another faction, or decide they are running low on gold, disband a part of the army and start making gold again. If big armies are expensive, then having a small army makes you earn money very fast. So you can very soon have enough gold to build an army and start another war.
Standing armies won't make the game feel medieval, nuff said.
To the rest of your post:
Having too high of upkeep on troops could make attacking too easy and defending much harder. As a vanguard would only need, say 1000 troops to take a castle of 1500 troops, but on another front, you'd still need to have a significant number of troops positioned there or your territory could too easily be taken. If the upkeep cost is too high and you don't hold any territories your whole clan could just farm gold for the first month or two while not having an army at all and then build the largest force imaginable and take over nearly every territory simply because of your mountain of gold. Now I'm sure this won't happen, as chadz probably has foreseen such obvious events. My point is that you can't also have upkeep too high, there needs to be a careful balance.
My suggestion would be to have recruitment costs much higher than upkeep as that would force people to plan ahead and not just attack the nearest territory without risk of consequences because they could easily just recruit several more troops if they lost.
Lots of people talking about not allowing gold from crpg to be transferred to strategus. What I see this doing, is only helping the clans that already have a foothold in strategus and making it impossible for those that don't already hold a territory. How exactly is a new clan supposed to compete when the clans owning territories are the ones setting prices for everything? There is too much talk of exploiting the upkeep system to farm gold for strat and not enough about how to simply fix this problem to GREATLY enhance gameplay for everyone.
If we assume for a second that each player makes just as much profit after upkeep costs, as the next, then no clan should be at a disadvantage. So the fallen clan and all of its archers with low upkeep, won't be the only ones able to employ massive armies with the best equipment. "Playing more" isn't something that only benefits one clan, either. I've never seen a clan that only played on weekends. Roughly every clan averages the same weekly time played per player.
When money into the system > Money out of the system -> Inflation -> Crap economy.
So if
Money earned in CRPG > Money spent on upkeep. -> Take a guess.
This is a basic economic fact and one that is not being adressed.
Yeah, that's kind of the point. Large landowning faction should be able to crush random ragtag group from nowhere. Where does the money (or more exactly the gear and troops) come from? Imo all should come from strategus and be conquerable there. Yep, it will make it very hard for newcomers to establish themselves but where exactly is it written that everyone should be able to have land? Heck, I remember back then many people from destroyed factions complained that you were actually allowed to conquer their lands. But what isn't earned isn't worth it (*). I think if it is done right it would be far more interesting.
This might change a bit, but:
there will be about a dozen raw materials.
Every village has 3 materials it can produce.
the owner can shift the production balance.
the amount of resources produced is defined by the workers in the village.
the workers are other players who get a gold wage, defined and given out by the village owner.
the real item production will then happen in towns.
a town can produce up to 5 goods at the same time.
the village owner can set a smith.
the smith's skill defines of what quality (=heirloom) the produced item is.
the amount of workers in the town (=players) define how many items will be produced.
there will be other (individual) ways of creating weapons, but that will be very slow and not feasable to equip an army with it.