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Nightmist - Improving the game >> Suggestions >> Keeps
(Message started by: Stotic on 04/29/03 at 01:05:33)

Title: Keeps
Post by Stotic on 04/29/03 at 01:05:33
             Nightmist isn't a battle between cities, races, or classes.  It has evolved into a battle of clans.  But doesn't the whole South of Arilin/Nightmist blood bath get boring after awhile?  A little repetitive, and no concious of a victor.  
     I'm proposing that Keeps be placed at certain key locations of the map.  Clans would be able to control these keeps and battle for others.
    Details:
   -Each keep would be approximately 4 squares big and would contain a bank, kitchen, magic shop, and a blank square.
   -Clans would be able to have exclusive access to these keeps as long as they control it.
   -A clan can gain control of another clan's keep by killing the Keep's Core.  Which is an npc that doesn't attack.  
   -Clans would be able to buy certain upgrades for their keep such as different difficulty level guards and gates (that would sit before the keep of course.)
   -The keep would be pkable.
   -The keep would be placed in secluded areas such as the desert giving an advantage to the clan that owned it.
   -About 10 keeps should be able to be fairly placed on the current map.  
   -Typing /keeps shows which clans own which keep.

    This whole thing adds a new excitement and something to do for players.  "Hey lets go raid the TR keep in the desert."  The battles would be interesting because there would generally be no local nearby.  People would probably think that TR would dominate all the keeps, but that would be impossible even if each is guarded by the best of guards.  Alliances etc. could easily be used strategicly to attack numerous keeps at the same time to divide the TR defending force.  Something new to strive for besides clan rank.  Something to do besides pk.  Criticism?

Title: Re: Keeps
Post by Deval on 04/29/03 at 01:08:48

I suggested something along the same lines a while ago, yours is alot more streamlined tho. Bravo! Bravo! I like it! Bravo! Bravo!
* applauds

Title: Re: Keeps
Post by newb on 04/29/03 at 01:15:36
/drool

I love it.

Title: Re: Keeps
Post by Old School Freaks on 04/29/03 at 01:23:07

 Great Idea....It will be inplace when ;D

Title: Re: Keeps
Post by Stotic on 04/29/03 at 01:24:33

on 04/29/03 at 01:23:07, Old School Freaks wrote:

 Great Idea....It will be inplace when ;D

I'm just proposing the idea.  I'm seeing if anyone can spot any faults etc.  And just basically seeing if it is wanted by the Nightmist community.  Then it's on to my master...err JLH!

Title: Re: Keeps
Post by Deval on 04/29/03 at 01:38:20
He really means 'Pimp'.

Title: Re: Keeps
Post by Stotic on 04/29/03 at 01:39:29
How'd you know?

Title: Re: Keeps
Post by Deval on 04/29/03 at 02:01:17

What? You think your his only hussy?

Title: Re: Keeps
Post by The man on 04/29/03 at 02:04:53
I like it, very good idea.

Title: Re: Keeps
Post by Stotic on 04/29/03 at 02:05:01

Quote:
What? You think your his only hussy?

:o

Title: Re: Keeps
Post by Tender_Foot on 04/29/03 at 03:47:22
i think this would give people more things to complain about tr. also, it would let the bigger stronger clans, be able to pk eve EASIER, sine they wouldn't have to run to certain places to get mana and pots.

Title: Re: Keeps
Post by Stotic on 04/29/03 at 04:09:29

on 04/29/03 at 01:05:33, Stotic wrote:
People would probably think that TR would dominate all the keeps, but that would be impossible even if each is guarded by the best of guards.  Alliances etc. could easily be used strategicly to attack numerous keeps at the same time to divide the TR defending force.  Something new to strive for besides clan rank.  Something to do besides pk.  Criticism?


Title: Re: Keeps
Post by dognapot on 04/29/03 at 04:55:41
i actually don't see any one clan dominating these keeps at all. sure TR can do it if we make it our life's goal but the fact of the matter is that these keeps will most likely change hands whenever a new team enters the area. people aren't going to invest in guarding a keep that can be taken in thier absence so defenses on most of them will be minimal and any large party passing by there will have the chance to use it for thier own training. it won't be about clans at all as much as it will be for large parties training in remote parts of nightmist. so unless the defenses and the core give 0 exp and are equivicable to crystal giants i doubt any clan will gain 'turf' from these keeps.

Title: Re: Keeps
Post by newb on 04/29/03 at 05:12:29
Mana/pots in the shop would have to be very costy though. Around 300g a piece probably. You wouldn't just get these things out in the middle of nowhere for cheap.

Title: Re: Keeps
Post by Lord of the Midgets on 04/29/03 at 05:25:32
I'd tend to agree that not even TR could control all at one time, but this would however give people something else to whine about. Smaller clans wouldn't be able to partake in such said events due to the fact they couldn't compete with larger stronger clans.(they would never get power over a keep)
Also if a clan shouldn't have anyone on, or maybe they were to have 3-4 clannies on, yet they were out training, would they be expected to not train just to protect a keep? or stay on constantly to maintain thier keep?

I like the idea, but I do see a few holes that haven't been touched upon. If you could elaborate just a tad more. So far it seems more like 10 more bosses, rather than anything else.

Title: Re: Keeps
Post by newb on 04/29/03 at 05:27:51
You don't _have_ to control a keep. Its just optional. As far as little clans not being able to get it, they could just attack while the guards are away and its theirs, simple as that.

Title: Re: Keeps
Post by Lord of the Midgets on 04/29/03 at 05:33:18
Ahh ok, kinda like a filling station in the middle of nowhere heh?

Title: Re: Keeps
Post by Deval on 04/29/03 at 07:59:01
If one were placed in Jahanna, it would be vehemently fought over, due to the training priveledges it would provide.

Title: Re: Keeps
Post by Norinth on 04/29/03 at 13:04:44
GREAT IDEA! I would be glad to help in anyway possible. It's something new, and exciting. Jahanna should get at least two keeps.

A construction square, outside a keep area and a mercenary camp would be great. Paying to get a specific monster on each door of a keep and building bridges linking one keep to another, and guarding towers, and walls that keep invaders out... It has a great potential.

Title: Re: Keeps
Post by Blast on 04/29/03 at 15:53:51
THIS IDEA RULEZ!!! but if keeps wouldnt do anything it would rpolly get boring after a while so i suggest having control over a castle gives the clan 100 points on ranking, u lose them after u lost the castle.. dunno how hard it would be to programm in...

Title: Re: Keeps
Post by Stotic on 04/29/03 at 22:49:06
Adding it to rank is a little much.  The keeps won't be huge to any extent, but would contain necessities.  The keeps wouldn't fall quite easily as even the easiest guard would be quite a challenge for invaders.

Title: Re: Keeps
Post by Astrona on 04/29/03 at 23:02:55
Great idea! I love it! And so what if TR rules it? It's something else to do on the game other then fight bosses! And besides, there isn't ALWAYS a crap load of TR on to guard their future keeps if this is added.

Title: Re: Keeps
Post by Insomnia on 04/30/03 at 08:53:13
This thing about TR owning all keeps sounds pathetic to me. How on earth are we going to have 7-8+ people at each keep? We'd need about 80 people to be on 24/7.

Anyways, great thing Stotic. This would really add something new to do. :)


Title: Re: Keeps
Post by Insomnia on 05/13/03 at 21:06:48
So what's going on with this? Haven't heard anything from JLH or Pand yet, though everyone seems to like it very much.

Title: Re: Keeps
Post by PureMourning on 05/13/03 at 21:12:40
Awesome idea.

Title: Re: Keeps
Post by Stotic on 05/13/03 at 21:14:58
I guess I could try and bring it to their attention.

Title: Re: Keeps
Post by Epic on 05/13/03 at 21:23:54
Nice idea stotic

Title: Re: Keeps
Post by Oracle on 08/20/03 at 04:33:20
Yeah, my attention was just drawn to this, thinking it through I think it could well work. Not sure about the mana/pots shop might make it too good a thing to poses but it's certainly something worth considering.
very good stotic

I didn't want this one to lie forgotten

Title: Re: Keeps
Post by Minion on 08/20/03 at 21:13:25
holding control of a keep should have more then just a couple of rooms which any clan would have. Inside the keep there should be shops that sell items alot cheaper then you would normally get them for and free healing (sauna really) and such. But just with a bank, sauna, pub, and blank square..its a normal small clan house that basically any clan can take over..

Title: Re: Keeps
Post by Eros on 08/20/03 at 21:43:51
I like the idea... and i dont see any reason why JLH or Pandilex wouldnt add this to the game... it does have flaws to be worked out but the idea is excellent

Title: Re: Keeps
Post by -Gaddy- on 08/20/03 at 22:09:09
Seems like this post looks kind of old and got bumped to the top, but i think it is a brilliant idea, but i dont know about the whole people having to gaurd it 24/7...couldnt you make it like..1 time a day keeps can be over thrown or something like that?..i think that would be a brilliant idea to have in game...sgh really does get old...and if people were killed and sent to a town or clan house (far far away) they could not give or receive any of the other peoples nuts...i would have to say allowing people to local to the keep pub wouldnt be a good idea...that would just make it kind of rediculus to take one over and to people could take too much advantage of it..unless you made it so that when they die in the keep battle grounds or w/e it would be to take it over that they go to boars tusk automatically, but making one in the desert would be good..maybe 2..east and west side...i dont know, but i could see one being in zuem...cause people could call it like... "Museum Hutch" like a little secluded spot there...but other than that...there arent many places where you'd gain a large advantage from being there..it really only takes about a min or 2 to go from nm to anywhere but desert and to get into Zeum...and i know there are plenty of faster people than me who could probably even get to some of those places in a short time, but these would help a ton for anyone...others could be placed in certain spots just for pride matters..i think a good place would be south of nightmist all the way or something near there.

Title: Re: Keeps
Post by Milenia on 08/20/03 at 23:40:45
Ok, i noticed a small flaw-type-thinggy, theres too many posts to read, to see if anyone spotted this, but you destroy the Keep Core, to disband the current clan from the keep, right?

Well how is it taken over, does the Core respawn instantly, with the details of that clan being the owners?? am just curious on that

Title: :PRe: Keeps
Post by Artemis on 08/21/03 at 01:39:27
NPC's (like monsters) constantly play their roll over and over, and restart whenever someone enters the square.. so i'm guessing after killing it, if everyone left the square it should immediately respawn? Not quite sure... also i agree with Wes, the pots/mana idea would be a little much, unless adding keeps to places like the desert would be changed. Mana and pots would be too much of an advantage to anyone even if the price was 300-400 each. I guess if people are bored enough they might try defending the desert, but i know i wouldnt bother when i'd die and respawn way back in arilin/nightmist lol. A little bit more thought and it this idea just might add more action to the game, so keep it up Mike  :P

Title: Re: Keeps
Post by Stotic on 08/21/03 at 04:41:16
         I don't believe I mentioned there being a pub in the keep.  Also it's up in the air as far as a magic shop, but I only see this as a perk for owning the keep besides bragging rights.

         Also the Keep's Core will respawn like a regular monster.  There would have to be new coding though to make it distinct who owns the keep.

Title: Re: Keeps
Post by Milenia on 08/21/03 at 08:58:33
Defly a good idea though, but dont allow any form local to be set, even thru new ideas =) otherwise you'd never get em outta there...

Title: Re: Keeps
Post by Minion on 08/21/03 at 10:41:10
If another clan took control of the keep then you would  ;D



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