I make poll now just to know what you think about two factions. I always thought that Rhoddoks and Swadia is the best match ever. In native I love to play Sarranid because they have the best horse in the game for cav. They have the best archers (only in PW). Veagirs were always not good enough for me.[You have all staff but you prefer Sarranid for that,Swadia for another thing and Rhoddoks for another]. I will not use Nords because they are the best faction to play outsiders. There is no better I can think of. What is the best match ever?
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Sorry for new thread. It is map thread only. I like to use all data I got to make map.
FIRST IDEA(archive)
[accidently lost map file somewere in my comps...maybe I will find it one day]
NEW/OLD IDEA:
Main concepts:
1.The goal of the map - WAR,sustainable and endless. Factions will not fight to conquest but for gold and glory.
2.No-man Land - Battlefield and only place to mine gold
3.Warlords - Lord of Faction to be key figure in Faction success or failure. He has all the money. He has to pay or motivate his soldiers to create the force, which will be able to hold no-man land.
4.Team play - almost no place for non-faction players, almost no way to leave faction once joined,everything sold or bought in Faction Land brings taxes to Lord chest.
5.Crafting/serfing - RTS style were everything is close and connected for better efficiency. If your armory is overloaded with arms and stocks are full of resources - Good for your faction. Time to use it for War.
6.Safety - Entry to Faction Land blocked by castles and sea. All Faction Land population should belong to the faction - if not it is Lord of the Faction problem.
7.Threat by sea - Faction Land could be raided by sea. Watch for ships passing by! Every Faction has own way to deffend against it.
8.Special weapons/armor/horses - can be made only in Lord Castle. Lord has to employ master/serf and supply him with goods needed. Special is to be unique, expensive and cherished.
9.Every job is important - I do my best to equal reward or even increase it on less popular/difficult jobs -> more you know about game better money you should get.
10.Interfaction trade - stimulation for transporting basic resources to industry/crafting areas + A LOT of carts/sacks/baskets/chests (to stop players fighting over it)
Layout:
3 Main Factions:
Red - Swadia
- Almost unconquerable small castle of Swadian Lord
- "Invasion bridge" - is only way to enter or exit Swadian Land by land.
- Castle is Lord House - faction chest/lord training/lord keep locked by faction key = only Lord of Faction can enter castle (while close) without building a ladder -> secret entry.
- Buildable palisade for "crafting village" to protect it against searaiders -> Castle can become small town.
Blue - Nord
Green -Rhoddock
... and one mercenary port.
WIP...(do not wait )
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Sorry for new thread. It is map thread only. I like to use all data I got to make map.
FIRST IDEA(archive)
Very Early blue print:
1 - village - raw resources
2 - village/town like - refinery/industry
3 - castle
2 main factions {at the moment: Swadia/Rhoddock}
1 island faction {independent with resources - Nords}
Spawn - this area behind the barrier. You go from there left(Rhoddock) or right(Swadia). There is no way back.
Battlefield !!!
Maybe Town in the middle on top of mine.
1 - village - raw resources
2 - village/town like - refinery/industry
3 - castle
2 main factions {at the moment: Swadia/Rhoddock}
1 island faction {independent with resources - Nords}
Spawn - this area behind the barrier. You go from there left(Rhoddock) or right(Swadia). There is no way back.
Battlefield !!!
Maybe Town in the middle on top of mine.
NEW/OLD IDEA:
"WARLORDS"
"Ancient Warlords were raiding cows!"
NOVICIUS
NOVICIUS
Main concepts:
1.The goal of the map - WAR,sustainable and endless. Factions will not fight to conquest but for gold and glory.
2.No-man Land - Battlefield and only place to mine gold
3.Warlords - Lord of Faction to be key figure in Faction success or failure. He has all the money. He has to pay or motivate his soldiers to create the force, which will be able to hold no-man land.
4.Team play - almost no place for non-faction players, almost no way to leave faction once joined,everything sold or bought in Faction Land brings taxes to Lord chest.
5.Crafting/serfing - RTS style were everything is close and connected for better efficiency. If your armory is overloaded with arms and stocks are full of resources - Good for your faction. Time to use it for War.
6.Safety - Entry to Faction Land blocked by castles and sea. All Faction Land population should belong to the faction - if not it is Lord of the Faction problem.
7.Threat by sea - Faction Land could be raided by sea. Watch for ships passing by! Every Faction has own way to deffend against it.
8.Special weapons/armor/horses - can be made only in Lord Castle. Lord has to employ master/serf and supply him with goods needed. Special is to be unique, expensive and cherished.
9.Every job is important - I do my best to equal reward or even increase it on less popular/difficult jobs -> more you know about game better money you should get.
10.Interfaction trade - stimulation for transporting basic resources to industry/crafting areas + A LOT of carts/sacks/baskets/chests (to stop players fighting over it)
Layout:
3 Main Factions:
Red - Swadia
- Almost unconquerable small castle of Swadian Lord
- Castle is Lord House - faction chest/lord training/lord keep locked by faction key = only Lord of Faction can enter castle (while close) without building a ladder -> secret entry.
- Buildable palisade for "crafting village" to protect it against searaiders -> Castle can become small town.
Blue - Nord
Green -Rhoddock
... and one mercenary port.
WIP...(do not wait )