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Guild Territories - RP'sh idea for all guilds!

#1
NOTE: any numbers/figures are placement holders - estimations that haven't been tested out for validity - we're looking at a concept here.

Two part suggestion: (because this is a huge undertaking - but nothing Luthius couldn't handle!)
  • Phase 1 rollout could be assigning/protecting territory.
  • Phase 2 could be adding additional elements to your territory (NPC's, guards, block recalls in/out, gates in/out, lawless, non-lawless)
What is it?
  • a guild territory allows you to lock down the area around a guildstone, to protect it, and build upon it, because you've worked for and own all the available housing locations within the area.
Purpose:
  • To protect land areas where people have labored to bring all the area into a guild, from things that happen in life such as members who disappear, or are no longer able to play the game.
  • To provide an avenue & outlet for building upon an RP world, and interacting with that world, and creating a place for people to travel to and enjoy.
Guild Territories
  • tied to the guildstone menu as an additional page - or in the guild menu.
  • a guild territory cannot overlap any other guild territory - including within your own guild - you can have multiple territories though.
  • a guild territory could only contain houses that belong to the guild - and could only be placed if all houses in it belonged to the guild.
  • a guild territory comes with a substantial cost, and upkeep.
  • a guild territory would only the guild it belongs to, to place houses in it. (this protects house spots when they fall in your territory).
  • a guild territory would only allow you to sell your house to a member of the guild it belonged to.
  • if a house was no longer affiliated with the guild (owner left guild, quit, etc) the house would fall if not sold to a member in the guild.
Phase 1: assigning/protecting territory

Purchasing and upgrading a territory through the guild menu - requires funds to be in the guild treasure (treasuries expanded to hold dubs, leather, ore, lumber).

The territory can be leveled up to 3 times after being placed - as long as it meets the criteria for the level up. If at anytime you didn't meet the monthly upkeep (this could be assessed and withdrawn weekly), your territory go into disrepair and would drop a level, until it disappeared. (messages provided on login for notifications)

Territory Levels: (in order to place or expand an area there must be no available placements available in it, and all houses must be owned by the guild.)
  • Hamlet (Low Activity)
    • 50 x 50 area
    • cost: 1 mill gold, dubs, 125k leather, ore, lumber
    • upkeep: 125K gold monthly
    • You must assign a name to this territory (this one scares me - I've seen some of your names)
  • Village (Medium Activity)
    • (75 x 75 area, 2500 visits monthly to the hamlet)
    • cost: 2 mill gold, dubs, 250k leather, ore, lumber
    • upkeep: 250K gold monthly
  • Town (High Activity)
    • 100 x 100 area, 5000 visits monthly to the hamlet
    • cost: 4 mill gold, dubs, 500k leather, ore, lumber
    • upkeep: 500K gold monthly
  • City (Bursting Activity)
    • (150 x 150 area, 10000 visits monthly to the hamlet)
    • cost: 8 mill gold, dubs, 1M leather, ore, lumber
    • upkeep 1M gold monthly
Phase 2: Options within your territory
  • Change Law Level: 50k fee each time you change
    • Lawless (add 10% to upkeep fee) - gray NPCs can be spawned - they will attack anyone not affiliated with the guild (guildies/allies), and also anyone on your enemy list.
    • Normal (no fee added) - blue NPC's can be spawned - they will only attack anyone on your enemy list.
    • Lawful (add 10% to upkeep fee) - blue NPC's can be spawned - they will attack any criminal not affiliated with the guild (guildies/allies), and also anyone on your enemy list.
    • Note: Enemy list created below by compiling all current bans
  • Change Travel Settings: 50k fee each time you change.
    • Recalls - allow in, allow out, allow all, block all (anything other than allow all - adds 10% to upkeep fee)
    • Gates - allow in, allow out, allow all, block all (anything other than allow all - adds 10% to upkeep fee)
    • Mounts - mounted, unmounted (unmounted would add a 10% to upkeep fee)
  • Update Enemy List: 50k fee each time you update.
    • This will grab the ban lists from all houses, and add them to your enemy list - used in conjunction with Lawful/Unlawful settings above.
  • Shopkeeper NPCs: add 5% of NPC cost to upkeep fee for each NPC
    • standard shop NPC's cost: 100k ea
    • only 1 of each type can be placed at any one time in a territory
    • must be placed in a house in the territory, and are placed where you are standing at the time you purchase it
    • you are setting up a respawn location when you enable
    • they will wander 2-3 tiles from that spot
  • Special Shopkeeper NPC's: add 5% of NPC cost to upkeep fee for each NPC
    • banker/stable/dockmaster NPC's cost: 1M ea
    • only 1 of each type can be placed at any one time in a territory
    • must be placed in a house in the territory, and are placed where you are standing at the time you purchase it
    • you are setting up a respawn location when you enable
    • they will wander 2-3 tiles from that spot
  • Guard NPC's: add 5% of NPC's cost to upkeep fee for each Guard NPC
    • warrior, mage, archer NPC's cost: 250k ea
    • You can have up to 3 placed for each village level (1 of each type)
    • must be placed in the territory, and are placed where you are standing at the time you enable it
    • cannot be placed within 5 tiles of another spawn point
    • you are setting up a respawn location when you enable
    • they will wander 4-6 tiles from that spot
  • Guild Banners: 50k fee to place your banners
    • allowed 3 banners per territory level
    • banners have a set look - but would be placed in your primary guild color (set in the guild menu)
    • banners could only be placed within the territory, and must have at least 1 tile of passable terrain all around them.
Other Thoughts & Ideas:
  • Vendors placed within a guild territory, could have a fee go directly to the guild treasury
  • Allow a number of unique/limited placement ideas such as bonfires, mining carts, other land deco, that could be placed
  • How will this affect monster spawns in an area, especially with the travel restrictions? (ie. water spirit)
  • you already added stablemaster/dockmasters - with zero upkeep - would love to see them a part of this though.
Changes:
  • added mounts under travel
  • split out special shopkeepers
 
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#2
Several comments were made to me in private that the numbers were outlandish - the intent isn't for there to be 100 cities on the map forever, it's a gold sink to keep one going, and an undertaking to get it started. Here's a matrix to show what the costs could look like. The upkeep I don't believe is outlandish at all, but does require groups to come together to truly support this, or smaller groups to be truly dedicated to maintain it.

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#3
I think for us that maintenance price would be too much by ice fort but we could at least have an area by the guildhouse.


I always thought it would be great to have custom mobs or spawns or your statue comes to life and fights the whole shard...

Thanks for putting a lot of thought into this. Possibly prestige could he used to offset some costs at the lower tiers
 
#4
Costs should also be considered long term, guild goals, and there's nothing to say you need to go all the way up to City - and also - I'm not really sure how much area 50x50 actually covers - so that may need to be adjusted.

I know there's some 30x30 + buildings out there :)
 
#7
I think that get's into a very tricky formulaic issue - the reality is, larger prestige isn't any real measure of activity - it is some measure, but lots of people prestige farm, and just tag bosses, mini bosses for the prestige. And larger guilds will potentially pay more already if they try to have more than one guild territory set up.

A lower baseline would mean it's far less of a commitment, and when you run the overland, you'd constantly be running into changing rule sets (Law Level, Travel Settings, Guards) which could be confusing - and may ultimate be a reason to not consider the changing rule sets, and just look at it more for deco / aesthetic purposes.