Saturn
Grandmaster
Rumors are about again that UOF is ditching factions for a miltia system, here are my thoughts.
So since i have been back i heard they have stopped focusing on factions to bring back a system they were working on called Town Militia.
I was against this idea in the begining but after seeing so much issues with factions that dont seem fixable
(people staying even if in-active, faction traps being very worthless, lack of need for war mounts, sigils even with bonuses are still somewhat broken and cleary incentives were set to low)
#1 My first recommendation would be to make crafting a SERIOUS part of guarding towns. And a type of experience system for these crafters to gain rewards (PLEASE NOT FUCKING POWER SCROLLS)
Donating materials to increase the defense of a tower would be pretty awesome as well.
#2 i know this will make some people unhappy but their needs to be a limit on how many people can join said town.
If 50 actives join the cove militia and other towns are sitting around 10-15 militia members there is going to be a problem lol.
#3 I think there should be a "spy" program that you can access through having certain thief skills. Like stealth+stealing+snooping+hiding maybe would allow you to disguise yourself as a opposing militia member for so many hours out of the week.
#4 remove trap needs to become a thing. We should be able to booby (heh booby) trap our town without someone coming through with a 10charge item that took almost no resource to make and almost 0 skills to use and remove tons of traps.
#5 Miltia Golems- I think its time for tinkers to get some love, people have been asking for awesome tinker golems since i made the thread about them over a year ago and i think town guards crafted by militia tinkers would be pretty fucking sick, also donating high level ingots would improve armor and any non blank scroll could increase resist while some other material could increase magery.
There would be a treasury where you donate these materials for militia experience
#6 Donating Power Scrolls for some type of town bonus (like reach this many PS and your own town gets like a super RDA that stays spawned for a few days and will take a few days to clear and will have incredible rewards)
kill 2 birds with one stone, make use of useless power scrolls and give new content+new reasons to participate in militias
#7 the towns should be paying for their own guards, meaning the players. So there would be a store house for food and armor for guards, every time a guard dies value is taken from the treasury. Guards should also be like pets, once they die they become ghosts and get skill loss upon return to life, there should also be a guard training program with incentives for newbs to train guards like increase in skill gain.
These were just a few idieas i had and i think we as the pvp community really need to get together and discuss this if its going to be implemented because there is no point in @Adam coding something that will just have to be changed if we could of spotted the problem here first.
So since i have been back i heard they have stopped focusing on factions to bring back a system they were working on called Town Militia.
I was against this idea in the begining but after seeing so much issues with factions that dont seem fixable
(people staying even if in-active, faction traps being very worthless, lack of need for war mounts, sigils even with bonuses are still somewhat broken and cleary incentives were set to low)
#1 My first recommendation would be to make crafting a SERIOUS part of guarding towns. And a type of experience system for these crafters to gain rewards (PLEASE NOT FUCKING POWER SCROLLS)
Donating materials to increase the defense of a tower would be pretty awesome as well.
#2 i know this will make some people unhappy but their needs to be a limit on how many people can join said town.
If 50 actives join the cove militia and other towns are sitting around 10-15 militia members there is going to be a problem lol.
#3 I think there should be a "spy" program that you can access through having certain thief skills. Like stealth+stealing+snooping+hiding maybe would allow you to disguise yourself as a opposing militia member for so many hours out of the week.
#4 remove trap needs to become a thing. We should be able to booby (heh booby) trap our town without someone coming through with a 10charge item that took almost no resource to make and almost 0 skills to use and remove tons of traps.
#5 Miltia Golems- I think its time for tinkers to get some love, people have been asking for awesome tinker golems since i made the thread about them over a year ago and i think town guards crafted by militia tinkers would be pretty fucking sick, also donating high level ingots would improve armor and any non blank scroll could increase resist while some other material could increase magery.
There would be a treasury where you donate these materials for militia experience
#6 Donating Power Scrolls for some type of town bonus (like reach this many PS and your own town gets like a super RDA that stays spawned for a few days and will take a few days to clear and will have incredible rewards)
kill 2 birds with one stone, make use of useless power scrolls and give new content+new reasons to participate in militias
#7 the towns should be paying for their own guards, meaning the players. So there would be a store house for food and armor for guards, every time a guard dies value is taken from the treasury. Guards should also be like pets, once they die they become ghosts and get skill loss upon return to life, there should also be a guard training program with incentives for newbs to train guards like increase in skill gain.
These were just a few idieas i had and i think we as the pvp community really need to get together and discuss this if its going to be implemented because there is no point in @Adam coding something that will just have to be changed if we could of spotted the problem here first.