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| Game Suggestions Share your ideas for new or modified game features |
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#1 |
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Grave Predator
Join Date: Aug 2004
Location: Smook-lanta, GA
Posts: 418
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As it currently stands, the manor system isn't providing the kind of utility to players that I feel it was meant to offer. This is largely because the manor system, much like the rest of the game, can be very easily automated. To make the game more interesting, I think it would necessary to change the manor system just a bit.
Firstly, I think the castle owners should have to maintain a satisfaction level within their lands. Each land should require a certain amount of resources to "function" correctly. Now when I say function, it means that in order to make money from a castle certain criteria must be met. Each castle should have the ability to produce "X" amount of adena a day plus taxes (with the notable exception of Aden which should produce "X" amount of adena plus taxes plus percentage from other kingdoms). For each castle to produce adena they would have to stay within a certain level of overall satisfaction. 100% Adena Production - 95% - 100% satisfaction 80% Adena Production - 85% - 94% satisfaction 60% Adena Production - 75% - 84% satisfaction 40% Adena Production - 65% - 74% satisfaction 20% Adena Production - 55% - 64% satisfaction 0 Adena Production - 54% and below. A territory's satisfaction level is determined by it's consumption of resources. Each Kingdom will need 6 different resources in order to maintain its satisfaction level. Each land will be able to produce 2 resources as native resources. The other 4 resources will have to be purchased from other lands. Every Castle's native resources cannot drop below 50% capacity and will not affect the satisfaction level of the native land. The other 4 resources will lower or raise satisfaction if they drop below or are raised above 50% capacity on any day. Each castle's consumption level for each of the 4 "imported" resources will vary daily. Each castle owner will be able to sell an unlimited supply of seeds for it's native resources each day, which can be bought by players and sown in monsters for harvest. A castle will not buy back it's native crops as they will automatically increase to 100% capacity each day. Players will be able to sell the resources from one land to another land depending on the need of those resources (as resources will have a base value). Castle owners will be able to sell up to 50% of their native resources directly at no less than 5 times and no more than 10 times the original value through the manor manager. A castle will be able to set a buyback value for each of the 4 resources it needs each day. The manor manager will show the base price of any given resource and the offering price of the castle owner. A castle owner can set two offering prices a regular price and an "in need" price if any resource drops below 50%. A castle owner can purchase up to 150% capacity (with the additional 50% being held in reserve) of any needed resource not native to their land daily. Once 150% is reached, the castle lord can no longer buy any of that resource that day. If a castle owner is unable, unwilling, or forgets to set a buyback on any resource, the reserve will be used until exhausted. Reserves will be reset to 0% every two days. A player will have to obtaine a farming certificate from each castle lord he buys seeds from. These certificates will cost 25k and will be good for 1 week. A player will be able to sell his farmed resources directly to the manor managers for each town for the established price. Once a total value is established, the player will be able to choose his reward from a pre-established list of materials and items. A player can only choose one item from the list and will receive an amount of items equal to the value of his crops. Just an idea I was toying around with. If you see anywhere it could be adjusted, or if you just plain think it sucks....let me know... Da Smookster...
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With a name like "Warlord" you'd think I could use more than just a pointy stick as a weapon.... |
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#2 |
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Thunder Wyrm
Join Date: Mar 2006
Posts: 261
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That's a very well thought out suggestion.
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#3 |
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Grave Predator
Join Date: Aug 2004
Location: Smook-lanta, GA
Posts: 418
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Some things I neglected to mention...
A castle owner can use up to 50% of their total stored adena to buy resources from players. The castle owner will also have the ability to purchase resources from other castle owners through a special trade option only they can access through the manor manager. When using the trade option, they will have to purchase from other lands at 5 - 10 times the base price of the resource they need. Manor manager usage will be from 12:00pm PST to 6:00am PST daily with the exception of siege days. Consumption is calculated at the close of the manor each day. Satisfaction level is then rated and the adena production is added to the castle owners total. Also, in addition to adena, the castle's blacksmith will be able to produce materials based on the satisfaction level with a 20% chance of crafting rare materials (including armor, weapons and jewelry materials) when Satisfaction is above 95%. A castle owner can choose three materials or items that the blacksmith will craft daily as a reward for maintaining a satisfaction level of 55% or higher. Consumption of different resources can and will vary from castle to castle. As a result, the base prices of materials may rise or fall depending on the need of the resources. Castle owners cannot set their buyback price lower than the current base price of the resource. Da Smookster...
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With a name like "Warlord" you'd think I could use more than just a pointy stick as a weapon.... |
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