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Vatarr

Feudalism, Familiy And Faith

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*Note that honestly I know this will never happen but that's why it's called wishful thinking!*


 


Topics to be covered.


 


Feudalism - (Government and territory control)


Family - (bloodlines, perma-death-sort of- and dynasties)


Skills - (Will be tied in with family dynasties)


Faith - (Grants authority to Feudalism -By divine right- /helps with succession and bloodlines-


 


My first topic is Feudalism, well eventually.


 


Village breakdown - On a new server everyone would start out independent with no kingdoms or any real structure in place, however players would come together in "Tribes" to create a village, the village would have a good size amount of land for up to about 20 players to live comfortably and have an elected chief. Raids between village could occur which would press the need for defenses and diplomacy to develop more, leading the way to pact between tribes. The villagers will get the title "Tribe of - village name"


 


Town breakdown -  Once a village is fully populated the elected chief could opt to upgrade into a town, the town would have more room of course for say 50 players to live comfortably. -Note I'm rather loose with the numbers as honestly some areas are better suited for more or less- At that point the tribe becomes led by an elected mayor instead of chief. The title also changes from (The tribe of -village name) to (The people of -town name-). When a town reaches it's max population it can evolve into a city with of course more land and raised population cap. Towns could band together to form an alliance and evolve into a city state. - See City State breakdown -


 


City breakdown - Other than being a larger version of a town, the city could also grant civil bonuses such as increased crop yields, for example. A town can alternatively evolve into a castle with many of the same functions, however with warfare bonuses instead of civil bonuses. (Also castles are ruled by Lords instead of Mayor)


 


City State breakdown - Basically when you have 2 or more towns or cities/castles together in an alliance you create a city state where one is voted to become the "Capital" (Probably the highest population one). The first real form of government comes from this point because the mayors of each town can vote for a ruler of the City state. (However after the governor has been elected, his title is passed down by bloodline. The only way to break this is to end the bloodline and reopen elections. -See family section for bloodlines.- 


 


As far as government, after the city state level they become a Kingdom with kingdoms becoming Empires as they grow later.  But note that Kingdoms, Governors and Lords- are passed by a bloodline. - More on this later in the family section.- 


 


(A side feature that could be left out but I think would be interesting is a tax system, from the village you could "levy" livestock or resources from the villagers - of course only from a selected source- don't want to steal stuff from people right out from under them, but perhaps instead have them offer the resources at the village center. Where as a town would levy -coins?- also.)


To expand upon this system in a city state the Mayors would then pass on some of the "tax" collected to the Governor.


 


Family!


 


I'll try and tie this into the government in as few words as I can manage, but it's mainly important for the skills portion of my suggestion.


This is a rather hard topic but I'd like to throw it out there and see if anyone can give good feedback about it but having a perma-death type system involving aging and birth.


Basically a male character and a female character get married and have kids, when they die they play the kids. -Simple concept right?- Except you might toss a wrench in the gears by saying "What if they only have 1 kid?" or something to that effect. Well, if it's a boy, the male character plays it and if it's a girl then the female character plays it, upon death of course. The person who doesn't have a child will simply die and create a new character - perma-death style. -Before you scream and run away see SKILLS section- You might also ask what happens if you have more than 2 kids, well it's good to have backups haha- control like NPC similar to livestock I guess would be an ok starting point. By having kids and dieing and playing those children and repeating the process you create a bloodline that helps you maintain titles such as King, Lord, Governor ect... It also acts like livestock because children can gain traits from the parents.


Life expectancy - I would say 70 years old is a really long life expectancy for this time period but that number is up for debate, everyone should age in wurm regardless of being online or not, this would encourage playing a bit more in my opinion, it also lets children age and at 16 they become "mature".


 


Skills!


 


First lets get to why perma-death wouldn't be world shattering, simply because the I would replace the skills system entirely. Which I know would utterly destroy those number counters who love to grind hours away doing the same thing to get a few skill points. But I have to ask what the point of that is, and show how unrealistic and not-life like it is. Instead I propose a simpler solution that I believe will still give players a sense of accomplishment while also making the game more active as a whole and less tiring.


 


Instead of skills you have proficiency and traits!


For example, I use to live on a farm, where manual labor is a common practice from chopping trees down to digging ditches with a shovel old fashion. I quickly learned the best ways to achieve the end goal in as little as 3 months I could efficiently cut down a tree, remove the limbs and chop it into firewood for the winter. So I got to thinking why not in wurm?


Time goes by in wurm much quicker than in real life of course so it won't take you 3 months in real life to master a simple woodcutting skill.


I believe resources should be more valuable in terms of supply and usage. I don't really like the super mass production a single player can push out, leaving mountains of logs about to rot.


Breaking the proficiencies down into tiers would allow some to be more difficult than others, taking a year or more game time to master.


Certain traits would allow you to succeed in proficiencies faster.


Proficiency works similar to the current skill system as in being 100% proficient in tree felling would give you X% (probably 5 or so) in the all other tier 1 wood-related proficiencies.


You could also spend time "teaching" children skills so that when you die and play as them you have some skills available.


 


I have ran out of time for my Faith however I plan to stick with this thread and edit it with suggestions and teaks from feedback which is VERY WELCOME HERE! I know there are a lot of holes to fill in this idea but if you ask the questions I'll try to fill in the blanks! Thanks in advance for at least taking the time to read this!


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This sounds like a game I ended up creating in my head.
+1 for the idea, but I very much doubt this'll ever be implemented in wurm - I'm sure there's huge, huge restrictions in the coding, and I think the variety of the playerbase would discourage this.

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Can we get some Prima Nocta going on too? I think that would be a great way to tie in the children and feudalism ideas.


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-1, sounds like something for a different game instead of rewriting Wurm completely to change it into that new game. :rolleyes:


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-1  Theres already games out like this. The guild 2 and selam online. Sure there's more but, those but there all i can think of right now...


Edited by Ronnie

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-1. No need to new servers (with another game system). Forking the code more, will only make devs work harder to benefit only some small part of players.


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Lol. Are you retarded? This is a horrible idea. You want a strategy game with defacto slavery. What a winner.


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This sounds like an interesting game, but its not Wurm.


Edited by Sir Arowhun

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It could very well work in the Wurm engine.  But people play wurm for wurm.


 


I could see Skill passage working this way:


 


Teacher Role:  You collect all the kids in the area and you can "pass on" knoweldge by doing tasks with children present.  Failure to pass knowledge would mean the child is not interested in the subject.  This means that a good "parent/teacher" could figure out what the child will be good at.  Meaning, your child might not be a good wood cutter even if you are.  But could benefit by going and being present while miners are mining, or blacksmiths are making iron tools.


 


This would definitely lead to bigger villages/cities/castle as it would encourage groups of parents to help teach their offspring (it takes a village to raise a child :D)


 


For the extra Children that never get "used" when the parent dies, they could fill the role of NPCs like Merchants, Traders, Inn keepers, Bartenders and Guards.


 


These NPCs would then send home money to the parents depending on how well they are used.  This would require a very robust assignment program.  Effectiveness of the NPC would be based on the skills they learned as a child.


 


 


i had a very similar idea to this very very long ago while playing wurm.  At the time, I wanted to control several alts and wished they could do tasks themselves... Then the idea spread to "children" and the possibilites for how in depth the game COULD become.


 


But, not everyone who likes Wurm would want it (in fact very few).  A good portion of customers in the future (like the ones who DON'T like Wurm, might like it though)


 


Nothing is keeping Rolf from making other games with the Wurm Engine (maybe the fact that he is just 1 man with a very small company...)


Edited by Jarosz

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It would still be wurm with all it's terraforming, and first person, unlike guild 2 in any way... Maybe someday in the future Wurm 2 lol.


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It would still be wurm with all it's terraforming, and first person, unlike guild 2 in any way... Maybe someday in the future Wurm 2 lol.

I'd say wurm 4.0

2.0 is bridges

3.0 is 3d mines

4.0 is this 

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I understand you're collecting ideas for a game? Sounds interesting, let me know when you're looking for alpha testers  :)


 


I don't like the idea of permadeath, sorry but computer networks are too unreliable for that. When you develop a character for months, it really sucks to have it ruined by a prompt hardware/software fault.


 


The skill system seems pretty much like the Wurm one, only mangled ("woodcutting" and "hatchet" combined and renamed to "tree felling", affinities are traits)?


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