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#12924293 Dec 15, 2016 at 10:23 PM · Edited 8 months ago
213 Posts
In this thread I will detail what Nations are and what sortof dynamic they will be bringing to our world.

However i'd like to address the number one concern some of you will be having right away.
For those who do not wish to participate in this, you will not have to. So you wont be raided the moment this goes live when we have fully fleshed it out. Don't worry :).


Here is a list of Nations features that will come into play.

  • It will be alliance based. There will be 2 alliances. 1 for each Nation.
  • To join a nation, a majority of your tribe must be level 70 or above. Those under level 70 are not allowed to participate in Nations activities.
  • Nations will be given special perks. Like teleporters, Redwood Trees, and access to special benches that have cheaper materials.
  • Nations will have stories and lore. This will not just be a red vs blue type system. There will be reasons for these raids and battles.
  • Nations will be lead by people who will work with admins to make sure it is always fair, balanced and people wont just create super teams of highly skilled players to constantly stomp the other Nation.
  • Nations will have to recruit people to join their side in the battles to come.
  • Those who have joined a Nation (And thus enabled pvp) will have to place some colored trophies around their base to signify their allegiance.
  • Once someone has joined a nation they will have to make a small hut that looks like THIS within their base. This hut will contain a small storage container with a note that includes the pin codes to the tribes vaults and doors. Vaults with blueprints or other materials listed as protected from non-wartime raiding do not have to have this pin code on them.
  • Once a tribe has joined a nation they will have the option to defend their homestead by placing 6 Auto-Turrets around their base. These autoturrets must be placed atop "Keep Pillars", nothing else.
  • A Nations Capital City is constructed by the leader of that alliance.
  • Each alliance will have FOBs, Forward Operating Bases that will be treehouses that will be kitted out for war. Each tower must be destroyed to enable the final assault on the nations Capital City.
  • Each tower will be spaced and placed at strategic locations in a line or a circle around the city to mark out territories.


Here are some details on War Time Raiding
  • War Time Raiding will ONLY enable raiding on the Nations Capital City.
  • All out war will happen on a biweekly basis. 1 week of raiding, 1 week of no raiding and recooping.
  • Those not in any of the Nations will be OFF LIMITS TO RAIDING. These people will be called Sovereign Citizens.
  • All creatures within a Capital City or are near it are forfeit and are up to the discretion of the opposing Nation.


Non-Wartime Raiding
  • During a non-wartime raid you are only allowed to raid someone who is a member of the opposing Nation
  • To raid a member of a nation one must destroy all 6 Auto-Turrets defending their base. Once done a you will have to break into their Guard Post to acquire the pin codes to the rest of their compound.
  • Further base destruction beyond what is required to above is not allowed.
  • If more turrets are found within said base that are aggressive towards players and/or tames, they are forfeit and an admin can be summoned to destroy them. If one cannot be summoned, materials that would have been won during said raid will be rewarded to the raiding tribe at a later day.
  • Not everything can be taken during a non-wartime raid. Only half of each material type is allowed to be taken. The rest must be left behind.
  • Dinos cannot be killed during a Non-Wartime Raid and must be knocked unconcious. However there are exceptions to this as alot of creatures hitboxes are impossible to deal with. Here is a list of creatures that can be killed if they are used in defense.
-Microraptor
-Dimorphodon
-Compy
-Mesopithecus
-Dilophosaur
-Ichthyornis
-Onyc
-Pegomastax
-Purlovia (Due to the traplike nature of this creature, it would be unfair to force someone to have to tranq it.)


Sovereign Citizens

With the Nations will also come Sovereign Citizens, our answer to players who have dont wish to participate in the wars and raiding to come. While within the rules it may seem like taxes and whatnot could become annoying and toxic. I can assure you this will not be the case, we will be keeping an eye on it to make sure it's fun and interactive and there will be interesting ways of paying tribute to the Nation you are within or are near the territory of.

  • Sovereign Citizens cannot participate in raiding, under any circumstances.
  • There will be a way for these citizens to mark our their homes to make it obvious to would be raiding parties that they are off limits.
  • Even if a citizen is within the territory of a nation and in thus pay taxes to that nation they are NEVER to be considered a member of that nation and are subject to a completely different set of rules.
  • Sovereign Citizens are not allowed to purchase things from the special perk benches of Nations. These are exclusive to Nations and nations only. You may not subvert this by purchasing things for someone and selling them at a similar price to a citizen.

We are currently looking for leaders for the Nations as well as a mod tool that will allow us to pass ownership of structures with ease before going forward with the Nations feature.





To see the list of current rules on regarding Nations, head on over to our Server Rules post HERE


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#12924400 Dec 15, 2016 at 11:59 PM
53 Posts
As some one that dislikes PvP, I welcome this idea with open arms!

Not only will it enable PvPers to come and join our little community and still get their 'fix', but it will also mean that the non-PvPers among us can be left alone without worrying about a quick backstab while running from a ferocious Dodo! (Hey, they have a nasty bite!)

I swear I'll have a permanent imprint of my palm over my face from reading forums.
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#12925149 Dec 16, 2016 at 08:34 AM
76 Posts
If I want to be included in the PVP does that mean my base is raidable, or do we get some safe areas? I'd like a bit more PVP, but I don't want to lose my favourite Quetz, I've had for 6 months.

If we can figure out a way to have PVP bases and non PVP bases, then I'm in.
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#12925447 Dec 16, 2016 at 11:12 AM
213 Posts
Well, truth be told that would take away from the entire idea of the raids.
There may be rules put in place to ensure the alliances must store used resources within these designated FOB's to ensure their on the table for being grabbed.
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#12925457 Dec 16, 2016 at 11:17 AM
20 Posts
Will this be applied to all of the map servers?
Also, if the island map server is revived, will there be a delay of sorts for this to allow new people to get settled in?

I very much so like the idea of this. I think it will bring in more people for sure.
Ciri
Inkeri
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#12925479 Dec 16, 2016 at 11:27 AM
76 Posts
Hmmm...losing all the stuff I've worked for would suck, but I am interested in the PVP.

Perhaps we could make it objective based? i.e. stick to your 2 team concept and each team builds up a mega PVP base. In the base each team have to hide an artifact and the other team have to capture it?
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#12925515 Dec 16, 2016 at 11:45 AM
76 Posts
I guess my main concern is that I have dinos and very high end blueprints I don't want to lose, but would be more than happy to give eggs from those dinos, and make items from those blueprints to the winning team - I want to be able to control what I lose, but still make it valuable enough for the other team to be motivated to obtain it.
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#12925668 Dec 16, 2016 at 01:07 PM
Sheriff
25 Posts
I agree with Robin in that I wouldn't want to loose everything. I don't see a problem with the alliances each having a pvp base.

Players that want to be full time pvp can just live in the pvp base and take on a more active role. They could always RP restocking dinos by going to a breeder after wars.

Just make it that you can't "hide" all the good stuff in your non pvp base. Each teams leader can be responsible for ensuring the pvp bases stay stocked.

Could have rules such as:
A full set of gear for each player in the alliance must remain in the pvp base.
Dinos used for pvp must remain at a pvp base when not in use.
Saddles used must stay at the pvp base
etc...

I think people on the server and in the community are friendly enough to not abuse the system, and if someone does... Alpheus can just "accidentally" spawn a dragon in their base.
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#12928268 Dec 17, 2016 at 07:38 PM · Edited 11 months ago
213 Posts
@Ciri
Will this be applied to all of the map servers?

Yes. However we've come to the conclusion that should maps return, we will not be allowing building on them ever again. As this intensely split the community.
Also, if the island map server is revived, will there be a delay of sorts for this to allow new people to get settled in?

There wont need to be a delay, as those who wish to be a part of one of the alliances will be the only ones affected by these changes.


@Robin
Perhaps we could make it objective based? i.e. stick to your 2 team concept and each team builds up a mega PVP base. In the base each team have to hide an artifact and the other team have to capture it

It will definitely be objective based and it wont just be all about raiding people. It will be about taking out Towers. The towers will yield rewards for completely destroying them within the week of war. We could see systems like "No just placing back up towers. Once they're destroyed, they are destroyed completely for that particular week."

So far what i've fleshed out is there will be several towers that belong to each alliance. An alliance will also have a main base for them to come out of. Within each of these main bases you will see teleporters to each of these towers.

These towers will be treehouses that will be given to the alliances in question. They will fit and prepare each tower and strategize how they want to defend each tower.

Alliances are required to place all of their resources within their main holding and must not leave (Alliance leaders and officers within these alliances will ensure complete fairness in this regard).

A tower can be repaired, however walls cannot be placed back where walls are now missing. Once the main bottom platform is gone, the tower is in ruins and cannot be used any longer. For each tower destroyed at the end of the week, each alliance will be granted a reward of supply drops, goodies, and resources for their own personal use (OUtside of the alliances).

There will be a much larger reward given for completely taking out a main holding as well. What these rewards will be is inconsequential as I am sure I can pull out some goodies for the winners :).


Here's a bit of an example. The red dots would be towers, and the blue squares being main bases. Bare in mind, these are examples, so if anyones currently built at those locations dont worry :P.



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#12929159 Dec 18, 2016 at 07:41 AM
76 Posts
Sounds really fun Alph.

Alliances are required to place all of their resources within their main holding and must not leave (Alliance leaders and officers within these alliances will ensure complete fairness in this regard).


I presume this means everything that will be used in the PVP action? i.e. any resource collecting dinos and BPs that will be in the PVP, and not the things I want to keep that I will not use for PVP or building the PVP base. (i.e. as long as I don't use my favourite quetz for any of the PVP or collecting materials for the pvp I can keep it in my personal safe-base?)
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#12930336 Dec 18, 2016 at 05:59 PM
Sheriff
39 Posts
Yeah I like this idea. I particularly like sort of "pre-set" locations and buildings the alliances have to maintain/destroy. It'll make people a lot less likely to be butt hurt over destroyed buildings and lost items.

What about people using their own personal gear/dinos for their alliance? I guess its just mostly trust that people won't do this, and if they do, you take action?

I assume personal gear, dinos, and mats are to be kept completely separate from the pvp of Nations Divided?

Is pvp going to be specifically restricted to around these alliance structures? IE we can't try to stop members of the opposing alliance from gathering mats or high end bps from caves/underwater? I know its been discussed back and forth for a while, but afaik no decision was ever made on cave pvp (I don't play as much any more, but I do try to read the forum every once in a while).
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#12932362 Dec 19, 2016 at 01:47 PM · Edited 11 months ago
213 Posts
@Robin
I presume this means everything that will be used in the PVP action?

Well, for the most part if we're talking basic tools and all that, be they of high quality. You have to accept the fact that there is a high chance you will lose that item and if you do, you're not to complain about it.
This goes for animals as well used during this time. If you're a part of an alliance and the enemy alliance sees you flying a bird around the towers. They can kill you, and the bird. Even if the birds on passive.
Passive wont mean shit during these times.

However if you have your main base, and someone goes over and kills off dinos you haven't rode in weeks just to be spiteful, they wont last. However if you've been using that animal constantly to fuck them over and kill a bunch of people, and you try to cleverly use it, then stow it away secretly. You cant just manipulate the rules and claim someone is being a dick for killing an animal you weren't on. You used that animal for an advantage. Expect it to be assassinated.
Imagine lets say someones got a beefy quetzal and it always turns the tide of battle. It wouldn't be unheard of for them to go and kill it off to end that advantage.
But who knows, this might not make it into the rules. I'll probably make a poll on it when we've got it all going just to see what people think is fair.

@Cassius

What about people using their own personal gear/dinos for their alliance? I guess its just mostly trust that people won't do this, and if they do, you take action?

Not entirely. Those with really good items and gear should be allowed to use them during battle. However if it's constantly disbalancing the battles in a MASSIVELY epic way. We can balance out the alliances so that things return to a more balanced stage.

Is pvp going to be specifically restricted to around these alliance structures?

Sortof, but not 100%. It might be the same kindof rule as supply drops. Wherein you can snipe people coming in and leaving, so long as you can see them, they're free game. However pursuing people into their bases would be against the rules. However we will have to see what level of abuse might occur as a result of this. Just keep in mind it will be forever changing and evolving to be more fair and balanced.
If we didnt restrict the pvp to around these structures, it might just allow for far too much toxicity across the map. People would LOAD up on turrets more often. Be more reclusive. Etc.
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#12953351 Dec 30, 2016 at 09:03 AM
213 Posts
I have updated the main post to include 2 changes. I've added the positions currently open for the alliances as well as the changes to raiding.

Truth be told, the raiding of a factions members at their homes would be just too harsh of a hit at the moment. In the future I can change this as we get more people. But to start out, to increase participation we will be removing the ability to raid members homes. However the raiding of the towers and the final raid on the alliances main base is still a thing.
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#13157562 Mar 28, 2017 at 05:57 AM
213 Posts
I've updated the main post to include some of the new information, including the current rules i've drawn up.
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