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Champ Spawn
#1
As per our discussion:

Armies are implemented as champ spawns with 5 POPS. Pops are defined as how many times the champ spawn respawns.

Every unit in the army accounts for X number (estimate 20) of mobs spawned per POP.  Four units in an army will spawn 4 times as many mobs per POP.

Because there are 5 POPs that means there are 5 levels of mob difficulty each for infantry and knights. Each unit has a stronger commander which helps define the level of pop you are at.

So if the army is made up of 1 unit of infantry, the champ spawn begins with the easiest infantry mob, and will pop 4 more times with an increasing level of difficulty.  Difficulty will increase based on mob skills, not mob quantity.

So if the army is made up of 1 unit of infantry and 2 units of knights, the champ spawn begins with the easiest infantry and the easiest knights, and will pop 4 more times with an increasing level of difficulty. Difficulty will increase based on mob skills, not mob quantity.

Knight Leader Levels
All mobs are "Knights" but the commander's title increases every pop.
  • Banneret
  • Knight Lieutenant 
  • Knight Marshall
  • Paladin Commander
  • Paladin Lord
Infantry Leader Levels
All mobs are "Infantry" but the commander's title increases every pop.
  • Sergeant 
  • Lieutenant
  • Centaurian
  • Captain
  • Major
We will also need 3 other types of units eventually: Ranged, Mages & Boss
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#2
Do champ spawns get more difficult of surrounding armies are set to support?

Yes absolutely, but does it make one spawn harder, or draw the other spawn into the hex?  Could that be a problem for warlords?
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#3
I feel that champ spawns should loot the same items from players that other players can.

That is possibly fair but do we want to give champ spawns look?  Being discussed.
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#4
If players attack the army champ spawn of another guild, it should automatically flag the two guilds at war?

We are considering other response to this because:

  1. We don't want random guild members forcing guild war on leaders.
  2. It would be too obvious something happened, maybe a guild wants to buy some time instead of having their attack known.
  3. We are considering other ideas on another thread that involves sending runners with news, etc.
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#5
This was on the Guard's thread and is relevant to the champ spawn, I have copied it over:


Third, when an army is in a arable or wilderness hex it will show up with scouts and men-at arms in the spawn with the "Champ Spawn Trigger MOB". 

  • Scouts, men at arms and the champ spawn trigger mob spawns in the direct center of the hex unless otherwise defined by an RPCSS admin.
  • Scouts wonder out at a range out of 45+ tiles from the trigger point, men at arms wander 15 tiles, and the Champ Spawn Trigger MOB ranges 5 tiles.
  • Scouts and Men at Arms are hostile to enemy PCs and will attack.  Scouts try to "activate" Men at Arms.  Men at Arms try to "activate" the Champ Trigger.
  • The Champ Trigger is not immediately hostile to PCs, see below.
  • Champ Mobs spawn with a small command tent and encampment to make it "look good".
I had originally thought that we shouldn't make the Champ trigger hostile to players, and rather wait until the player attacked it.  David didn't like the "feel" of that and wanted the world to feel more hostile then that, especially if you wandered into enemy territory or an enemy encampment. 

So we have added the scouts which are hostile to enemy PCs and "try to warn the main army".  These guys should be easy to avoid or draw out and kill.  They are not very bright.  If a scout succeeds in trying to warn one of the men-at arms, they will try to "pass the word on" to the other men-at-arms.  If one of the men-at-arms is close enough to the champ trigger mob then the champ spawn will POP.
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