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War System #81

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theeneon opened this issue Mar 26, 2024 · 0 comments
Open

War System #81

theeneon opened this issue Mar 26, 2024 · 0 comments

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@theeneon
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theeneon commented Mar 26, 2024

Wars are a matter of vital importance to the state- Sun Tzu

-War kills displayed on public profile. (War participation, IE Kills, buildings taken over etc)

War System Outlines:

  1. Types of War
  2. Individual Sector Battles
  3. Fortress Battles
  4. Village Expansion
  5. War Resources

Wars in TNR has always been one of the most interesting parts of the game for Core 4 I want to build upon the foundations of how War works.

Wars are declared via the village Kage with the approval of the village Elders when the Kage wants to initiate a war a vote will be sent to the elders for approval.

Before a Village declares war though, they need to decide the types of wars they want to fight.

Regen is decreased by the amount of war exhaustion.

Whenever war is declared a global notification will be sent out to the village members to tell them the coordinates of the war and the type of war.

Types Of War:

Neutral Wars:

These wars are PVE wars, whereas villages can look to capture sectors by depleting the sector's health and constructing a Shrine on it. Once Shrine is completed the sector will belong to that village.

The more sectors a village controls the more fortresses and castles they can construct on these sectors. Each fortress/ castle takes village funds to maintain but they will offer benefits to the villages that hold them.

Resource Wars
These wars are fought over resources to aid in village expansion and construction of shrines around the map, but also to improve the village(higher regen, more AIs, better defensive buffs etc)

War Conditions:

In the declaration of the war you must select the village and the resource centers(minimum of 2) that you want to take. The village that war was declared on also has the ability to declare war on the opposing village resource centers or to choose a defensive war.

A defensive war is where they are only trying to protect their resource centers.

A victor is decided if all the resource centers are taken and held for 24 hours.

Each center will have a health bar depending on what level the resources are, points are given out based on the following:
1 Point per AI guard kill
5 Points per PVP kill

The same is true for the defenders, they gain 7 points back for each enemy kill.

Territory Wars:

These wars are fought to take over different sectors on the map, each sector on the map will contain resources the more sectors these villages own the more resources they will gain but the higher the upkeep is to manage the sectors.
To secure a sector a Village has to construct a shrine, these shrines will cost village funds.

War Conditions:

Attacking Village must declare the sector(s) that they want to fight for, as with resource wars, territories have a set value at 1000(number can change).
Each Kill is worth 1 point.

The war ends when the attacking village is able to reduce the territory value to 0.

After this, a lockout will happen where the defending village must gain 500 points to break the lockout. If they are unable to break the lockout within 24 hours the territory is assigned and war is over.

Once a village has captured a sector the color of the sector changes and all fortresses within that sector become the property of that village they also will be given a big war bounty.

War Bounty:
Players will naturally accumulate a bounty the more points they acquire in a war each point acquired will add a 100 ryo to their head. The bounty is claimed whenever this player dies.
Spoils of War:
Players that contribute the most to the war effort on either side whether attacker or defender will be rewarded.
1 point equals 10 village reputation.
1 Point is equal to 1,000 Ryo
300 Points they gain access to special items
500 Points +20 perma regen added to their character.

Fortress Battles
Fortress battles are smaller wars between players, these are not village wars but the ability for clans to wage war against each other for fortress. Within a sector that a village owns a clan can purchase a tile within that sector. In that sector, they can construct a fortress. A clan can own multiple tiles and construct multiple fortresses. On each tile.

The clans will be able to upload a logo and the logo will display on that tile when persons hover the tile.

Fortress battles are similar to Territory battles and have the same application.

However, A Clan can only wage a Fortress battle twice per week.

Maintaining a fortress will cost Ryo.

War Exhaustion:
Going to war will require a massive amount of village resources(funds) the longer a war goes on for the higher the drain on the village resources will be.
Note: If a village is at war with more than one village the cost will stack.

Attackers Exhaustion:

  • Level 1: 10% drain on village resources(Default Option)
  • Level 2: 30% drain on village resources(Triggers after one week of being at war)
  • Level 3: 40% drain on village resources(after two weeks of being at war)

Defenders Exhaustion:

  • Level 1: 5% drain on village resources(Default Option)
  • Level 2: 20% drain on village resources(Triggers after one week of being at war)
  • Level 3: 30% drain on village resources(after two weeks of being at war)

The attacker wars end when their village funds hit 0.
The defender surrenders automatically when their village funds hit 0.

Outlaw Factions
Different Outlaw factions can declare war on villages they can also participate in different types of wars. As Outlaw factions function similarly to villages they will also have Faction funds that will replace village funds. The same conditions apply to them.

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