Construction & Destruction - Ruleset for In-game Building
Jun 10, 2023 23:21:34 GMT
warwick and Tristen like this
Post by warwick on Jun 10, 2023 23:21:34 GMT
Construction and Destruction
"...War has always been a part of life in Tilbaut County. From the days of Calradic antiquity to the Vaegir Invasion eight years ago, Tilbaut has always been a place accustomed to blood-letting - be it between its baronies, its villages, or with their respective neighbors, Dhirim to the south, and Reyvadin to the north..."
Below will be detailed our construction and destruction systems, detailing the rules governing the creation and removal of structures on-map. Overall, the intention is for a more dynamic built environment in the Elain Valley, where construction happens more frequently, and destruction is more permissible and regulated than the ad-hoc systems in the past.
Below will be detailed our construction and destruction systems, detailing the rules governing the creation and removal of structures on-map. Overall, the intention is for a more dynamic built environment in the Elain Valley, where construction happens more frequently, and destruction is more permissible and regulated than the ad-hoc systems in the past.
Buildings
"Even now, there still exist remnants of the former masters of this land, the Calrads. I speak not of their people, annihilated by the passage of time, but of their constructions. Their mechanical arts remain the wonder of our civilised world; they still stand where buildings built centuries later have long since crumbled into dust."
Building: Individuals, Organisations, and Factions can make build requests for on-map changes as a result of building roleplay for the sake of erecting, removing, or changing structures.
Building requests require: gold, resources (typically boards/stone), and the involvement of a reasonable number of characters (including relevant craftsmen, i.e. a carpenter) in the roleplay for the completion of the task. A building request can be denied for being unrealistic, or balancing reasons (particularly for existing faction fortifications).
Workbenches
"...Though by now little trace remains, what was once the march of Tadsamesh was once reputed throughout the Kingdom for its manufactories and craft-towns, from which many of the principality's surviving artifacts were once commissioned..."
Crafting workbenches can only be constructed by factions or organisations, and only entail the actual work-bench itself, so a structure needs to exist (or be constructed alongside the workbench) to actually house the workbench. Unlike the workbenches that exist in settlements at scenario start (which allow for crafting T1&T2 from launch), newly built workbenches can only create T1 items and will need to be upgraded with another BR so as to be able to craft T2. Additionally, each subsequent workbench crafted by the same faction/organisation will be more expensive than the last. Building workbenches will also be more expensive for organisations, with higher stepping costs.
No workbenches can be built inside keep/armory structures (shown in blue below).
Faction workbench additions will start at 1000 and increase by 500 for each existing workbench, with a fixed T2 upgrade cost for new workbenches of 1000. Organisations building a workbench will need 1500 and each subsequent workbench will cost 1000 more, with a fixed upgrade cost of 1000.
Destruction during wars
"Consider that every language and culture in the known world has developed its own manner of describing the same idea - nothing lasts forever. This notion was not lost on our fathers, for whom the disintegration of proud Tilbaut lies still within living memory."
No workbenches can be built inside keep/armory structures (shown in blue below).
Faction workbench additions will start at 1000 and increase by 500 for each existing workbench, with a fixed T2 upgrade cost for new workbenches of 1000. Organisations building a workbench will need 1500 and each subsequent workbench will cost 1000 more, with a fixed upgrade cost of 1000.
Destruction during wars
"Consider that every language and culture in the known world has developed its own manner of describing the same idea - nothing lasts forever. This notion was not lost on our fathers, for whom the disintegration of proud Tilbaut lies still within living memory."
KA zones in red
Buildings that can't be burnt down under any circumstances in dark blue (Keeps/Armories)
Areas that can be burnt down in specific circumstances in lighter blue (Tavern)
During feuds and wars, rival factions and organisations can destroy each other’s property. Any property that isn't the actual keep building/armory of a faction can be burnt down. Any burning of faction or organisation buildings must take place during the KA time window (or equivalent time for an org vs org feud).
Buildings are categorized as simple, or complicated (which have multiple chest rooms/workbenches).
Arson requires the attacking force, under staff supervision, to capture the structure in question for 15 minutes, after which the razing can begin. The burning side will need to provide kindling (in the form of planks, blocks, or branches, 20 for typical structures and 40 for complex structures) and torches for the burning to begin, at which point a 15-minute timer begins (30 minutes for a complicated structure). After 5 minutes of burning a server-wide message remarks about the appearance of smoke, again at 10 and 15 minutes (with an additional message at 20 mins for a complicated structure).
During these 15/30 minutes if the attackers are ejected from their position the fire can be put out immediately with water buckets (number needed will depend on the structure - 10 for regular, 20 for complex structures), or manually through 5 minutes (with a number of people (2 for regular, 4 for complicated) based on the structure). If the fire isn’t put out, it will continue to burn until the building is consumed. At which point everything inside the structure, all chest items, and any workbenches, are consumed in the inferno and irrecoverable.
If, while putting out a fire manually (without water buckets) the defending force is pushed back, then what remains of the 15/30 minutes is extended by the number of minutes spent trying to put out the fire and the count-down resumes.
Only one of a faction's/organisation’s structures can be burnt down each day.
Destruction outside wars
"... but it was not only the Easterners who lay low this principality. The Anarchy itself saw brother turn on brother, and our wanton destruction of our own patrimony by far surpassed any damage the invaders had done."
Outside of feuds and wars, individuals can engage in destruction via the regular building request ticket system. if the building request is accepted, staff will supervise the scene to ensure that both sides are online at its initiation.
"... but it was not only the Easterners who lay low this principality. The Anarchy itself saw brother turn on brother, and our wanton destruction of our own patrimony by far surpassed any damage the invaders had done."
Outside of feuds and wars, individuals can engage in destruction via the regular building request ticket system. if the building request is accepted, staff will supervise the scene to ensure that both sides are online at its initiation.
(All involved parties need to be online for an individual (non-war) arson ticket to be activated, the tenant/owner, the arsonist, and, if the property is owned by a faction, at least 5 faction members)