Foudre's Ideal triangular conflict
Posted: Wed Jul 30, 2008 10:49 pm
now some of you may have seen me say we need npc merchants, how ever i figured out how this could benifet every one, its semi complicated so bear with me
now the problem with the tirangular conflict is you can't just go and do your job when ever you want, you have to rely on other people trading or hunting, my solution is there are say 40 (8 trades in 5 different lvl brackets, from const to sam and vice versa, sam to hotan, ext) npc trade groups at any given time. They will cycle between which town they go on but on a never ending cycle.
A trade group will consist of defualt of 8 npcs, 4 merchants and 4 hunters, if more then that show up the trade group will allow more people to sign up and join it, all people in the same trade group can see each others statuses thru a new trade group menu lvls and classes, and the trade group leader, the first human hunter to sign up gets it, or if no hunters it goes to the first human merchant to sign up, where they can set a few options on the npcs such as what precent they should use their repair kits at, and how many stars they want them to have. Trade groups will also go in brackets of lvls so a lvl 20 hunter doens't get lvl 90 npc merchants. so actually that incrases the number of trades to be going on at any given time have 5 brackets, 20 to 31, 32 to 41, 42 to 51, 52 to 63, 64 to 75, edit: realized i forgot about 76 and up, so 6 brackets could be done, or just make it so that the brackets are just single degree like they do with ctf. If no human signs up the trade groups will have random stars and a defualt of 80% repair kit useage they will have random transports with in their lvl range
Hunters can sign up to join the next group that comes by town this could be done at the hunter npc, the advantage to this is that the hunter can go when ever even solo, and still get paid, the down side is that the npc trade groups have to follow set paths and stop a few times to "camp" where at camp they'll heal their transport completely. (Npc merchants should have stronger transports then players to compensate for no repair kits, or have them automaticly repair kit with a limited number of kits of say 50 between camps).
Merchants can also sign up to join a trade group. To have basic multi star protection, how ever the trade still follows a set path, they can of course varry off and such as long as they arrive to town, but the npc hunters will still follow the main group, this is the disadvantage of using a npc trade group for them, how ever they dont' have to have a human hunter on hand either so it has its plus side.
Thieves may attack any trade aside from human one stars, this will mean that a thief doesn't need to know there is a trade to go looking for one when there will be tons of trade groups out there they can go for, not as easy it sounds though the npc trade groups have set paths but the have multiple set paths and different brackets out there alternating paths and at different intervals it can still be very dangerous. This will make thieving more econmical having targets with out requiring human prey.
The npc groups will have better npc hunters then those that spawn to attack thieves, their attacks will be equal to a humans that lvl and class with random gear, buffers will buff half way intellagantly and the trade group leader can tell them how to buff, as well the npcs will be able to auto pot like a human.
Not only will this make there be more trades even if in npc, there will be more humans willing to go out and trade multi star if they dont' need to have real humans, it'll revive the conflict by simulating it to get more people into it.
killing npc group hunters and merchants are worth more xp then spawns, about the same if it were a party champ (another way to bring more interest in jobbing, and since they are harder to kill and can pot)
JP (job points and job exp)
jp will let players buy job related skills, but not as simple as just being lvl 2 theif means blah or what ever, but allowing the players to specialize what kind of hunter or thief or merchant. you get these by actually completing a trade or robbing it, you get so many job points per job lvl so its limited except you can't really farm them unless you get killed alot.
Hunter skills example
Body Gaurd : lvl 1 5% dmg absorbtion up to lvl 8 with 20% dmg absorbtion passive of course
True Hunter: 5% dmg increase up to 20% on lvl 8
Swift Hunter: 5% moving incrase upto 35% on lvl 8
Bounty Hunter: 10% more money recieved on bounties upto 80% on lvl 8 (i'll explain foudre's bountys later)
any other ideas are welcome
Merchants Skills example
Bargining : goods cost 10% less to buy up to 80% at lvl 8
Salesman: goods sell 10% more up to 80% at lvl 8
Productive Salesman: Transport moves 5% faster up to 35% on lvl 8
Meek Merchant: the amount a star can hold is incraseed by 5% up to 40% at lvl 8
other ideas welcome
Thief:
Blackmarket Salesman: goods sell for 10% more up to 80 at lvl 8
Ruthless Thief: 10% more dmg up to 80 at lvl 8
Decoy: the amount a star can hold is increased by 5% up to 40 at lvl 8
Swift Theif: 5 % moving increase up to 35% at lvl 8
other ideas welcome
keep in mind that a player can only buy a lvl 8 skill by becoming a lvl 8 merchant, hunter or thief and only get enough jp by the time they are lvl 8 to get one lvl 8 skill and a few points in others
and the job penalty should be reduced from 7 days to 24 hours, its still enough to make one think heavily on their choice, plus they'll loose all their jp, job skills and job exp
now the bounty system
in addition to the jp there should be job reknown, or in this case infamy for thieves, dying they loose infamy, get a trade they gain infamy, and infamous thief will get a bounty on them after they get so much infamy, hunters can go to the hunter npc to check for the top bounties only so many people can sign up to a bounty at one time, if they die to the target 3 times they can't bounty hunt them for 24 hours, the thief that fights off the hunters get a huge amount of job exp and some gold from thief npc and but increases their infamy. Imfamy points go down over time, (as in real life don't do anything for a long time people forget about you, or the bounty becomes less valuable) this also makes it possible for the thief to get away with it if they avoid dying.
Bounties can be dead or alive, for the top 5 thieves, a thief can be captured after K.O for the next 1 min, the thief will now apear standing and forced into a trace behind the hunter, the hunter has to get them back to town to collect the alive bounty for 5 times the xp and gold, if the hunter is killed the thief is free again, if the thief lays dead for one min it just counts as a kill (like in ctf there is a 30 second respawn, same kind of counter) this time gives the thieves allies time to res, and if they are chained up a chance for a rescue
hunters gain reknown, gain so much reknown and they show up on a hit list, except theives can't take hunters alive they only kill them, still 1 mins as a chance to res, and reknown goes down over time, and up if they kill a thief
any other ideas would be welcome , i think this would change the game significaltly in a good way, it would make jobbing well worth it financially and be alot more fun, if it were ever to be done (not like it will, but hey its just for fun)
now the problem with the tirangular conflict is you can't just go and do your job when ever you want, you have to rely on other people trading or hunting, my solution is there are say 40 (8 trades in 5 different lvl brackets, from const to sam and vice versa, sam to hotan, ext) npc trade groups at any given time. They will cycle between which town they go on but on a never ending cycle.
A trade group will consist of defualt of 8 npcs, 4 merchants and 4 hunters, if more then that show up the trade group will allow more people to sign up and join it, all people in the same trade group can see each others statuses thru a new trade group menu lvls and classes, and the trade group leader, the first human hunter to sign up gets it, or if no hunters it goes to the first human merchant to sign up, where they can set a few options on the npcs such as what precent they should use their repair kits at, and how many stars they want them to have. Trade groups will also go in brackets of lvls so a lvl 20 hunter doens't get lvl 90 npc merchants. so actually that incrases the number of trades to be going on at any given time have 5 brackets, 20 to 31, 32 to 41, 42 to 51, 52 to 63, 64 to 75, edit: realized i forgot about 76 and up, so 6 brackets could be done, or just make it so that the brackets are just single degree like they do with ctf. If no human signs up the trade groups will have random stars and a defualt of 80% repair kit useage they will have random transports with in their lvl range
Hunters can sign up to join the next group that comes by town this could be done at the hunter npc, the advantage to this is that the hunter can go when ever even solo, and still get paid, the down side is that the npc trade groups have to follow set paths and stop a few times to "camp" where at camp they'll heal their transport completely. (Npc merchants should have stronger transports then players to compensate for no repair kits, or have them automaticly repair kit with a limited number of kits of say 50 between camps).
Merchants can also sign up to join a trade group. To have basic multi star protection, how ever the trade still follows a set path, they can of course varry off and such as long as they arrive to town, but the npc hunters will still follow the main group, this is the disadvantage of using a npc trade group for them, how ever they dont' have to have a human hunter on hand either so it has its plus side.
Thieves may attack any trade aside from human one stars, this will mean that a thief doesn't need to know there is a trade to go looking for one when there will be tons of trade groups out there they can go for, not as easy it sounds though the npc trade groups have set paths but the have multiple set paths and different brackets out there alternating paths and at different intervals it can still be very dangerous. This will make thieving more econmical having targets with out requiring human prey.
The npc groups will have better npc hunters then those that spawn to attack thieves, their attacks will be equal to a humans that lvl and class with random gear, buffers will buff half way intellagantly and the trade group leader can tell them how to buff, as well the npcs will be able to auto pot like a human.
Not only will this make there be more trades even if in npc, there will be more humans willing to go out and trade multi star if they dont' need to have real humans, it'll revive the conflict by simulating it to get more people into it.
killing npc group hunters and merchants are worth more xp then spawns, about the same if it were a party champ (another way to bring more interest in jobbing, and since they are harder to kill and can pot)
JP (job points and job exp)
jp will let players buy job related skills, but not as simple as just being lvl 2 theif means blah or what ever, but allowing the players to specialize what kind of hunter or thief or merchant. you get these by actually completing a trade or robbing it, you get so many job points per job lvl so its limited except you can't really farm them unless you get killed alot.
Hunter skills example
Body Gaurd : lvl 1 5% dmg absorbtion up to lvl 8 with 20% dmg absorbtion passive of course
True Hunter: 5% dmg increase up to 20% on lvl 8
Swift Hunter: 5% moving incrase upto 35% on lvl 8
Bounty Hunter: 10% more money recieved on bounties upto 80% on lvl 8 (i'll explain foudre's bountys later)
any other ideas are welcome
Merchants Skills example
Bargining : goods cost 10% less to buy up to 80% at lvl 8
Salesman: goods sell 10% more up to 80% at lvl 8
Productive Salesman: Transport moves 5% faster up to 35% on lvl 8
Meek Merchant: the amount a star can hold is incraseed by 5% up to 40% at lvl 8
other ideas welcome
Thief:
Blackmarket Salesman: goods sell for 10% more up to 80 at lvl 8
Ruthless Thief: 10% more dmg up to 80 at lvl 8
Decoy: the amount a star can hold is increased by 5% up to 40 at lvl 8
Swift Theif: 5 % moving increase up to 35% at lvl 8
other ideas welcome
keep in mind that a player can only buy a lvl 8 skill by becoming a lvl 8 merchant, hunter or thief and only get enough jp by the time they are lvl 8 to get one lvl 8 skill and a few points in others
and the job penalty should be reduced from 7 days to 24 hours, its still enough to make one think heavily on their choice, plus they'll loose all their jp, job skills and job exp
now the bounty system
in addition to the jp there should be job reknown, or in this case infamy for thieves, dying they loose infamy, get a trade they gain infamy, and infamous thief will get a bounty on them after they get so much infamy, hunters can go to the hunter npc to check for the top bounties only so many people can sign up to a bounty at one time, if they die to the target 3 times they can't bounty hunt them for 24 hours, the thief that fights off the hunters get a huge amount of job exp and some gold from thief npc and but increases their infamy. Imfamy points go down over time, (as in real life don't do anything for a long time people forget about you, or the bounty becomes less valuable) this also makes it possible for the thief to get away with it if they avoid dying.
Bounties can be dead or alive, for the top 5 thieves, a thief can be captured after K.O for the next 1 min, the thief will now apear standing and forced into a trace behind the hunter, the hunter has to get them back to town to collect the alive bounty for 5 times the xp and gold, if the hunter is killed the thief is free again, if the thief lays dead for one min it just counts as a kill (like in ctf there is a 30 second respawn, same kind of counter) this time gives the thieves allies time to res, and if they are chained up a chance for a rescue
hunters gain reknown, gain so much reknown and they show up on a hit list, except theives can't take hunters alive they only kill them, still 1 mins as a chance to res, and reknown goes down over time, and up if they kill a thief
any other ideas would be welcome , i think this would change the game significaltly in a good way, it would make jobbing well worth it financially and be alot more fun, if it were ever to be done (not like it will, but hey its just for fun)