- Joined
- Jul 17, 2012
- Messages
- 618
- Reaction score
- 291
- Points
- 0
The longer a player stays in the same faction the more land power they will provided, have beginning players start on 1 land claim then the longer they stay the more land claims they equal, prems could automatically stay at 10 maybe, then if they leave a faction have 4 land power taken away, this would then be reduced to -10 if they join and leave so many factions, but have it regenerate over time back to 0
Mechanics
For every hour of online time your power increases by 1 until you reach ten
For the average new player they should start on maybe 5 power
( prems start at ten automatically but can still loose power from leaving a faction )
For every faction you leave of your own accord you loose 4 power so /f leave for every faction you are /f kicked you loose 5 power
If kicked for inactivity power level should be unaffected
A /[player name] [power level]
/ jomdorr 6
(Maybe you could add a mcstats overall power level)
Could also add a damage reducer to players who choose to stay longer, so new players start with 10% reduction then after a week it's 20 then 2 weeks it hits 30
For open factions
To allow this for open factions they could set a limit
/f power set 6
So to join you need 6 power
Pro's
No more lolimagriefyourfactionbecausereasons due to the consequence of losing power and gaining a bad reputation through the / [player name] 5
Would give faction officers and leaders a more trustworthy way to recruit being able to see a players power
More security in the players you recruit, less likely to leave you unless they have what they feel is a genuine reason, or will only leave if innactive.
Will be more rewarding for your loyalty
Factions will progress and expand slowly like in real life, cities are not built over night.....
Con's
The role playing architects or job hunters may suffer slightly if they hop to frequently, but if there building is so good some factions may not mind losing 10 power for a limited amount of time
Newer factions will not be able to claim vast amounts of space (could be a pro)
Love to hear thoughts on this please post below
Mechanics
For every hour of online time your power increases by 1 until you reach ten
For the average new player they should start on maybe 5 power
( prems start at ten automatically but can still loose power from leaving a faction )
For every faction you leave of your own accord you loose 4 power so /f leave for every faction you are /f kicked you loose 5 power
If kicked for inactivity power level should be unaffected
A /[player name] [power level]
/ jomdorr 6
(Maybe you could add a mcstats overall power level)
Could also add a damage reducer to players who choose to stay longer, so new players start with 10% reduction then after a week it's 20 then 2 weeks it hits 30
For open factions
To allow this for open factions they could set a limit
/f power set 6
So to join you need 6 power
Pro's
No more lolimagriefyourfactionbecausereasons due to the consequence of losing power and gaining a bad reputation through the / [player name] 5
Would give faction officers and leaders a more trustworthy way to recruit being able to see a players power
More security in the players you recruit, less likely to leave you unless they have what they feel is a genuine reason, or will only leave if innactive.
Will be more rewarding for your loyalty
Factions will progress and expand slowly like in real life, cities are not built over night.....
Con's
The role playing architects or job hunters may suffer slightly if they hop to frequently, but if there building is so good some factions may not mind losing 10 power for a limited amount of time
Newer factions will not be able to claim vast amounts of space (could be a pro)
Love to hear thoughts on this please post below