Open Proposal…
Subject to change, especially based on potential limits to the game engine. I am looking for feedback, potential additions to compliment the idea, maybe a Player World eager to implement it. If anyone has something to say about it, please let me know. This topic is not limited to simply Property and Kingdoms, but that’s where my first ideas have taken me.
The subject is Player Retention and Player World Design.
The goal is to create in-game content to maximize player incentive to remain logged in. More time they spend online, the more opportunities they have to interact with other players and get this whole party started.
My proposal is to create a “King of the Hill” system where players convert game time and resources towards in-game accomplishments. Say, becoming King of an entire Kingdom. Or purchasing a Castle, a Fort, a Tower, or a Home. Maybe even hire some NPCs, Guards or Mercenaries, to protect them.
Draft 1.0
What’s the most common resource in Graal? Gralats.
Players farm up higher quantities over time. They directly gain or lose Gralats through all sorts of money sinks, quests, farming, markets, and of course PvP. It is a natural choice to incentivize them to collect as much as possible.
Purchasable Objectives:
Every location is pre-selected and specially designed to be purchased. This includes the built in addition of all features associated with ownership. Any property that is not claimed may be captured by being the first player to complete the “dungeon” delve to reach the “treasure room”. One of the treasures includes the “Deed” to the property.
The Deed is not free to capture. The first player must purchase it for a direct payment of a pre-determined minimum fee.
Once captured, the Deed is sealed and only available for bidding. The auction for the Deed repeats itself every X minutes. (20-30?) Any player may bid, highest bid wins. Bidding starts with a minimum fee to ensure a tax on the current owner.
Properties, specifically their dungeons, come designed with defenses which may enhanced through payment. This is to help you guard your Deed from other players.
Owners may assign friends to the property. Friends may bid and purchase defenses on your behalf.
Kingdoms:
Based on the same principles as purchasable objectives, Kingdoms start with an enormous property with a difficult dungeon. This may or may not include a Castle and surrounding village. Some of them may even be creative like a Mercenary Camp, a Tower full of Baddies, or a Cave full of Lizards.
A “Kingdom” is essentially an epic property with controls for your own in-game army or militia, the members of which act as a sort of “guild” with benefits. Owners of these Kingdoms (King) may bestow a military hierarchy on fellow guild members, ranging from Lords, Captains, and Guards. It is expected that the NPC guards on the property will protect the current owner and his “guild”.
Throughout the overworld levels would be inactive gateways. Captains, Lords, and Kings may offer payment to these gateways to activate them. Once active they will begin spawning NPCs and/or “Baddies” to fight on your guild’s behalf. The gateways will be vulnerable to attack and may be deactivated through combat.
The Kingdom’s guild NPCs may be controlled by three commands.
Attack – Everyone but your guild members are attacked.
Guard – Only rival Kingdom guild members are attacked.
Retreat – Despawns guild NPCs and deactivates all gateways. (Does not work on your property)
It is expected that these commands are limited to a per level basis. Which case they default to the most recent owner on the level at the time the command is given. By default they will Guard.
There may be additional details forthcoming once they are worked out. To do with stolen crowns, and taxes.