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  1. Here is an idea for a new Server type to attract PvP.and the objective oriented gamers. Epic was halfway there, but it needs to go a step futher and ACTIVELY define objectives, and have winning conditions to see the numbers really grow. Suggestion below Fleshed out and ready for consideration. (THIS POST IS LONG - Suggest Coffee and Chocolate on standby) Epic Campaign Server: The Epic Campaign server is a series of rolling restart campaigns, where predfined objectives and "win" conditions are set for factions, in a race to complete. Objectives are set with both PvP and Crafting in Mind, so there is something for everyone. The timeframe for each campaign is not fixed, but based upon the difficulty of the conditions set, and the players ability to complete them. Ideally set objectivse to take 6 months to complete. Each campaign is set on a new map, new terrain, with full skill resets. Only Acheivements are carried forward between maps, and tied to the account. --- Accounts are locked to one faction, at the point they first join a campaign... A player may change factions in subsequent campaings. Why this will work: Gives a Purpose: Pre-set defined objectives give players something to strive for, something to work for, and something to contribute to a wider community and be a part of. Gives an Experience: Every new campaign bringing a new map of possible totally different type, brings with it replayability and that "new server/great unknown" feel that everyone loves to be a part of. Gives Replayability: Fighters and Crafters can/will change roles, alternate between specialities and skills every new campaign. Creates Community: Given that a set of objectives are at stake, it will not be practical for everyone to be a jack of all trades if your side is to win the campaign. Specialities will develop. If the objectives are set broadley enough: The DEEP range of various skills and items that wurm has, everything from toys to weapons, will mean that something, somewhere will be needed. -------------- Objectives: To be wide ranging, incorporating a variety of requirements, that will require PvP, resource gathering, crafting and co-operation in order to complete. This could include: Territory % owned Resource Stockpiling/Gathering Equipment Stockpiling Completion of "Wonder" type buildings, which are also subject to attack. -- Territory % is already a measureable concept, and is purely the influence of your factions guard towers, pretty self-explainatory, requires little/no extra work. Resource Stockpiling: A simple model would be having resources of a minimum QL "sacrificed" at a factions altar, that accumlates and adds to your factions objective total. Resource Stockpiling: An advanced model, (requiring work) could require the creation of buildings, crates, containers and the suchlike, to hold resources within a city that would need to be created and defended. Under this model, resources can then be stolen/raided for capture. We could start simple, with the avanced model for future consideration. Insane amounts of resources could be set an objective (Think 100k logs, 100000kg of Iron, 1000kg of Gold etc etc of wurms bountiful resource types) that would take a faction 6 months to accumulate. As the population overall increases (or otherwise) these targets can be revised each new campaign to give an approximate 4-6 month time frame. Could also include animal part resources, herbs, fruit, food... wurm has all of these ready to go... Equipment Stockpiling: As above, but with the large variety of wurms equipment instead of resources. Can include, Toys, Rugs, Weapons, Armour, Furniture... there is no limit to how deep the objectives to "win" can be set. Wonder Building: As above or as an alternate to the above... a building plan could be set, with increasingly complex modules, and a ludicrous amount of items required to complete the total wonder. Again, think grand scale... requirements could include the full range of wurm creatables.... The exact wonder being created each map could vary... A mighty Fort, a giant castle, and grand palace, complex pyramids, stadiums, Giant Ark (big big boat) and so forth... Split the wonder into 20 different modules or "rooms" if you like... each requiring full amounts of furnishings... rugs, tables, chairs, armour stands, marble statues, gold plates, knives, forks, carpentry for rooves, floors ceilings, pillars... Wurm has this already. As a "room is completed" than it can be entered and viewed by players. It physically exists in the world... The concept would require some coding, but the results could be simply breathtaking, and worth working for. OBJECTIVES NEED TO HAVE SOMETHING FOR EVERYONE - CRAFTERS & PvP alike... ----- And so WHERE IS THE PVP for all this you ask.... Well heres the kicker.... Maps are designed so that the advanced resources, or HIGH QUALITY resources are in largely central and CONTESTED locations. The true center, contains the richest resources, allows no structures, towers. And though randomized, resource quality general degrades away from that area. Further out from that central point towers could be allowed. Somewhat further again buildings with no deeds, then finally deeds and full construction in a factions "homeland" area around its start zone. PVP players protect resource gatherers, or gather resources themselves. and covoy these back to the crafters. The convoys in themselves become targets, far easier to ambush a rich caravan on high quality ore, than mine it yourself. Terrain if done right with water, valleys and mountains placed between starting areas and the resouces, can force these caravans to travel a long way or funnel them somewhat. Basic resources of modest Quality exist around the starting areas for each faction iron, low quality tin, copper, zinc, enough to ensure a faction can get off to a start and get some basic 40-50ql gear before having to venture a little further for 60, 70 ql gear and right into the middle for the good stuff... ----------- Now putting the two together above, should create environments where crafters require goods, supplied from the PVP and resource gathers, who in turn require crafted items to fight. The objectives, many of which will require a large amount of the HIGH QUALITY resources to be found in the center of the map, should see consistant venturing to the middle of the map to collect, and opportunities for PvP increased. The requirement to convoy the resources back some distance to safety, will punish those who choose to flee the area, and abandon the hard work they have done in collecting these resources, lest they get captured by their opponents. It forces a situation where either you fight, or cough up a significant penalty by not doing so. PVP becomes meaningful, and not simply standing in each others locals throwing troll bait back and forth... A minimum Territory requirement for a Campaign Win, ALSO plays a part in creation of PvP. A side can play careful, hit and run and carebear down in their capital all they like... but eventually if a territory requirement is also required, they will sooner or later have to fight. ------------------- Acheivements, Awards These could be attached to an accounts history, simple text to start. Kings/Queens of factions and their officers could award players appropiate awards for deeds (which has their campaign number attached to it) allowing players to build a history across a set of campaigns. Highest Ranked Crafters, Fighters and the such like could be pulled from the database readily enough, and assigned acheivements awards in a simular fashion (E.G Grand Armoursmith Campaign 14, Jenn-Kellon, Lord of the Sword, Mol-Rohan, Campaign 12) ADVANCED version of this could involve an actual wearable -no drop- object being assignable and viewable in game for some key acheivments. -------------------- MAPS; At the core of success for this, would be well seeded maps with respect to resources, and reasonably balanced terrain. However there are various map types that could be used over time, with a dominent theme. Great Plains Mountain Madness Icy Tablelands Desert Great Lakes Islands Two/Three Continents - Central island, some sub islands. Volcanic Crater --------------- Wurm has nearly all these above ready to go, and with some clever map design seeding, to suit objective gameplay above, It could really be something HUGE... Crafters gonna craft, and fighters gonna fight... Some players will not deviate from one or the other regardless so why fight this any longer... Set up a scenario where both can not only exist and play alongside each other, but a scenario where there is an interdependency between the two.... Giving the fighter something to protect and fight for, and the crafter something to craft for. Well defined objective based gameplay as outlined above here, should do that....As BOTH player types are needed to "win" a campaign, -------------- Anyhoo... being meaning to type this up for a while now... Im going to crawl back under my rock. Karellean