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Sheffie

Protect the Wagon

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  • A wagoner must travel a cross the highways of the land, and they expect to be ambushed along the way by brigands — goblins, or trolls, or human outlaws.
    To be clear, this isn't a regular wagoner delivery being ambushed. This is something special.
  • Players within 20* tiles of the wagon are counted as defending it, and their numbers determine attacker numbers. 
  • Brigands will attack the wagon en route to the destination. They must be distracted before they can damage or destroy the wagon itself.
  • At some point near the end of the route (away from guard towers and deeds, assuming that such a spot can be found) a brigand leader will appear with a horde of followers and attack in one last desperate battle. Slaying the leader will give everyone nearby a small amount of blood, but nothing fancy like a tome or strange bone.
  • The idea is that these missions can be spawned more often than unique creatures, because the battle will be easier for smaller groups, and the rewards less. (Of course, if a hundred players show up, the battle will be epic.)
  • A beam of twinkly blue light ascending into the sky alerts people to the presence of a wagoner mission. The journey will commence when at least six* people are defending the wagon. The wagon will wait up to 24* hours for volunteers. If after that time enough people haven't arrived to escort the wagon, it will disappear and reappear somewhere else after a few hours.

 

*numbers can be adjusted as needed

Edited by Sheffie
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but why....

 

Aren't you paying mailing costs to have KING's GUARDS to protect your goods when you send them?

 

 

--edit

wagoner system is barely used as it is... why should there be a blocker to it...

instead can't you gamify guardtowers?

 

pro - active and fighting locals might have fun, some will just be spammed by templars when npcs raid the tower(and do not ruin ql or cause damage to it.. but *DISABLE* it temporarily or permanently.. until a player does something to reactivate it)

con - f2p / noobs will have a terrible time when such tower is disabled.. and probably cant do much to fix it.. unless mechanic allows somebody without much skill to do something about it..(atm lazy to write a sentence for that)

 

after all.. giving you a way to implement same *something extra to do*, but not cause havoc with mailed goods or DESTROY somebody's bulk... *for no reason*

 

 

have in mind.. wurm is extremely casual game.. and that is what most people like about it; if there are challenges.. they should be optional or somewhere else.. epic/jackal at some neutral place & time

 

 

Edited by Finnn
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If this is a separate Wagoneer then ones carrying goods for delivery from a player then I could see it as a possibility. 

 

The first thing that came to my mind though is that this is an escort quest....and escort quests are some of the most hated quests in all of gaming. If it is more of a defending quest, locals and travelers just protecting a random location (the wagoneer) for a period of time or until mobs are dead then that could be interesting. Once mobs are killed off the wagoneer rewards those that protected it with a little coin or some trinket or something and then goes on its way.

 

I like the idea of random encounters to engage in as one travels across the lands, gives hunters something to look out for and could add a little spice to travels.

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But the wagon would probably have to stop or move very slowly for the NPC to hit it?

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2 hours ago, Darnok said:

But the wagon would probably have to stop or move very slowly for the NPC to hit it?

 

That would work. The wagon could stop while there's any combat going on.

Edited by Sheffie
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5 hours ago, Finnn said:

 

wagoner system is barely used as it is... why should there be a blocker to it...

 

 

You know, I used the word "wagoner" in my post because the idea calls for an NPC vehicle that can automatically find its way from A to B, and I wanted to remind people that the majority of that code is already written and tested, not because I wanted to disrupt trade.

There is absolutely no reason why these attacks should happen to an innocent bystander's actual wagoner delivery.

You think the troll chieftain wants your 50 oak sprouts, or your 3000 dirt? I think he does not.

 

Regarding guard towers:

 

I don't think that they will make an enormous difference. Six players can distract six attackers at least, whereas even a full complement of guard tower guards can distract three at most, even if used at maximum efficiency. The larger the group of players, the less of a difference the guards will make. 

Edited by Sheffie

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could easily be done like.. event starts or prepares like the rift beam(and nothing happens for a while).. tower guards just run to the tower and once clipped inside it.. they disappear and wont 'respawn' until the event is over.. tower does or does not chance texture, get w/e effects.. turns corrupted by lib or jackal lore.. <uninterested in lore>, <add more lore and features to event..> -> spawn mobs in waves and let people poke them with sticks, this could be somewhat related to highway to keep events visible and easy to reach.. and not spawn such on top of a mountain ... on the side of such.. or inside water.. 

 

but sure, doesn't have to involve towers at all.

 

 

Next question from my side is.. how is this different from rift camps, should we get this in addition as content or more rift camps to keep people "entertained"?

Rift camps are boring .. just easy rift resources if you have mediocre good fighting and gear, average player or below might have issues handling them, that aside.. easy to solo event as it is and rewards suck.. just free easy rift materials and few points - both 'useless'.

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2 minutes ago, Finnn said:

.. how is this different from rift camps, should we get this in addition as content or more rift camps to keep people "entertained"?

Rift camps are boring .. just easy rift resources if you have mediocre good fighting and gear, average player or below might have issues handling them, that aside.. easy to solo event as it is and rewards suck.. just free easy rift materials and few points - both 'useless'.

 

I have never encountered a rift camp, so I don't know about those. They sound dreadful.

 

I think the biggest problem may be scaling the difficulty on these battles. I would like this to be something that a small to medium group of people with half-decent skills and gear could enjoy. Ideally the enemy numbers would scale nicely but I don't know how feasible it is to accommodate players with very different skill/gear levels.

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Would be another fun option instead of Rift's.  On Xan can have wagoner transport high value of items (something fake and have wagon model look like it's overloaded with chests and coins) from one starter town to another and have to protect it.  Have a time limit of 24 hours and if not enough people helping the wagoner dies and mobs take the loot.  Other servers with single starter town could go from starter town to ocean to meet up with a trade ship.  Make a server buff or small percentage of sleep powder if wagoner is able to complete their mission which would be some kind of incentive.  Each time is a random destination and know one knows where.

Edited by nicedreams
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