Towns features

Towns features
effort 4.0 3 quality 4.0 3 reasonability 2.333333333333333 3

Making towns more interactive:

Town defences

Add active defences to kingdoms’ towns.

They already appeared in places like the remains of Cassia town (only appearance, not active), Navy fortresses and clan builds, but it’s a bit odd how capitals or important trade towns of kingdoms with armies aren’t prepared against pirate raids or attacks coming from the sea.

Walls would work like Fort Castrum’s ones, with fixed durability and being a target for ship cannons and weapons.

Once destroyed, all attacks from the town defences stop.
The boats that participated to the attacks stop and are also locked in place.
The active NPCs also rush inside the houses.

Now NPCs groups spawn at the ports of the towns, one for each boat that damaged the defences, be it players or NPCs.

For players they are composed of the deckhands and a couple of crew NPCs.
For NPCs, only pirates can damage defences, a group of pirate spawn, with captain and vice at the head.

On a set path, one after another, each group rushes at a target.
The targets are shops, as most lucrative, then normal houses.

The targets are predetermined and have an order of priority, based on the money they give once pillaged.
If a target is already being robbed, the next group goes to the one after in the order of priority

The order of attack of the groups is determined by the % of damage done to the town’s defences.

There are groups of soldier/defending NPCs waiting them at set positions, with others being released at waves. Each group has a leader.

Battles between groups are based on total durability and power, decided by the group total level.
While fighting, each group chip away at the durability of the other group.
Once the durability of a group reaches 0, the group is eliminated.
The fight animation is a simple scene of melee distance attacks, quick and orderly, to keep lag to the minimum.

Meanwhile, what can the players do?
The players can attack the groups.
If the group is an NPCs one, once attacked, the leader of each group will aggro on the player, decreasing the group power.
If the group is a player’s one, the attacking player will be able to attack until they reduce the group durability at 0, eliminating it.

Once every group is eliminated or all targets are destroyed, the attack ends.

Make raiding a town relevant

Right now destroying entire cities has little to no importance, being valued even less than killing a generic criminal.

This seems a little weird if pushing for immersion.

Once a certain number of damage is inflicted by a player on the town’s buildings, the town is sealed (the city gates closed, town surrounded by invisible walls, same as clan walls).
To leave the player has to either wait a certain period of time, indicated with a countdown, or destroy the city gates, with a certain durability.

To add challenge:

  • while the town is sealed, groups of guards (few in numbers, 4 or 5 for example) would patrol the city on decided paths (think of pacman for reference)
  • there will be groups of different levels, with different leaders based on the levels
  • if they detect you, their reaction will vary based on your level:
  1. if your level is too low, you will be arrested immediately
  2. if its in a normal/certain range, you will be able to escape, but the other groups will be alerted, rushing to your position on predetermined routes. All NPCs groups have a detection range. If you are inside the range of too many groups, you will be automatically arrested (overwhelmed by numbers).
    If you escape from the range of a group, they will lose you and go back to their normal patrol.
  3. If your level is high enough instead, the group will be intimidated and only the leader NPC will fight you. If you defeat him, the group is eliminated.

(The choice of using inactive NPCs’ groups is the way I thought to reduce lag to minimum).

good suggestion, but…

yea, uh… dynamic NPCs aren’t getting into AO, buddy.

kid named citizen npcs

I do not like this at all.
Firstly, please format your suggestions.
Secondly, this feels extremely distracting from the main gameplay, as well as nonsensical lore wise. Why would we raid a town ? I must’ve missed something in the suggestion, as, from what I’ve seen, this is just a way for the average AO player to fulfil their god complex. Sure there is a drachma compensation, but it’d either not be sufficient for what it is, or create the most annoying farming strategies ever. Moreoever, it’d look completely out of place and wouldn’t make much sense for Rasna to have mortars and cannons aimed straight at their commercial harbour.
Furthermore, can you imagine leveling up through the story, minding your business, and the city you were in is put under lockdown, because either, some kid thought that was funny, or a pirate ship spawned too close to it.
I genuinely don’t get the point of this suggestion

holy teachers pet :sob::pray: ynri0 the second overhere

2 Likes

Wonder who’s following who around the forums now. +Yrni0 had no reason to become this forum’s lolcow, but people won’t even hear that point

I dont really think it would be very appealing to have your ship gunned down every cargo island just because you have negative fame, theres alot of thought put behind your suggestion but it would just be annoying for new players that have to do quest in for example palo town to be locked out of their routine because some level 165 troll decided to ruin your experience. I can agree that it lags immersion to have little to no renown gained from completely destroying a townscape but it would just unbalance the fame progression since it resets after a few minutes and you could repeat the process.

If you give People a reason to destroy towns they will do it, it would be smarter not to play with such features.

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