Please enter your user name and password: User Name: Password:
Register an account! · Forgot Password or Username?
What is Muelsfell? - Muelsfell: Rise of the Golems is a persistent browser-based game (PBBG) that revolves around the creation of magical golems by mages and magic users. Muelsfell is part combat, part roleplaying game, part resource management. Sign up for an account and give it a try -- for free!
Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
You can read but will NOT be able to post until you login or Register
Index » Muelsfell Game Forum » Suggestions and Improvements Muelsfell World v1.0 Forums
AuthorThread: Captureable Outposts
Dreamweb
Dreamweb's Avatar
Posts: 87
Location: Hans Mina
Magus Age: 111 years old
Message #23151 Posted: Jan 17, 2009, 8:59 am
Captureable Outposts has resources it can produce clan that currently owns it.

Some buildings are able to be damaged, like the Barricade and The Control Manager.

Building Types:
Resources to level up buildings and repairing is used from clan resources.

Control Manager: (Level determiners the hps of building, the clan that reduces the Control Manager to 0 hps gains control of outpost. Each level allows (1) golem to be assigned to repair building of damage, each golem repairs 100 hps per hour. After outpost is taken hps are set 1/10th of max hps, golems must be used to repair the rest of the way.)
Hps per level is 10,000. Damage can't reduce level, starting level is 1.
Max level is 10.


Barricade: (Level determiners both the hps of building and damage reduction. Repairing is done just like the wall.)
Hps per level is 2,500 and damage reduction is 2.5 per level, starting level is 0.
Max level is 20.

Resource Mine: (Level determiners the rate of resource generation. Resources generated go directly to clan warehouse.)
*Special Note see bottom of page*
Starting level is 1.
Max level is 20.


Guard Post: (Level determiners how many golems can guard the outpost (2) per level, combat targets a random golem. Golems can only be assigned here from clan depot.)
Starting level is 1.
Max level is 5

The Resources of the outpost both on the location and some randomness, for example a desert outpost would not have wood as a possible resource to chose from, Adamantine can't be a resource for any outpost.

The number of resource a outpost can chose from is randomly 3 to 5 different ones but only 1 resource can be produced and any one time, output of resources can be changed by clan leadership at any time.

Control of outpost should be linked to Headquarters of clan.

Their is a travel time required to get to any outpost(s).



*Special Note*
For each 5 levels of Resource Mine each clan member can send out 1 golem to mine any type of resource that outpost produces, with level 20 being able to have 4 golems mining. The level of golem can affect output to the clan member.

Level 1, can mine 300 resources per hour.
Level 2, can mine 500 resources per hour.
Level 3, can mine 800 resources per hour.
Level 4, can mine 1000 resources per hour.
Level 5, can mine 1300 resources per hour.

******

Asked for opinions

On Resource Mine should I have it needing golems assigned from clan depot to be able to mine resources to clan warehouse? I think it adds more realism but would like your opinion.

On Guard Post should I have the level limit increased or the amount of golems guarding per level increased?

On *Special Note* for golem mining by clan members should I reduce the amount mined per level or should I have it require motivation per hour as a offset cost?

******

Suggestions on how to improve this ideal is welcome, for flaming please equip your golem with ether Iron Flametongue or Brass-ringed Flametongue or use a Copper golem in your attacks.
Last Edited: Jan 18, 2009, 5:15 am
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 132 years old
Clan: ADV
Website: Click Here
Message #23165 Posted: Jan 17, 2009, 2:46 pm
Copper golem deployed, Burning Aura cast.... O_o

...but I LIKE this idea, gonna send it at a Giant instead...:p

This actually would go well with the eventual Clan businesses I think. And fill some of the empty parts of the map. :) Might impose a one game-month (~1 week RW) time limit on control to limit the time a single Clan could dominate these. Possibly start each month with a lease payment (taken from Clan coffers of course) to an office in Mottonsborough, or whichever Province the Outpost/Mine/whatever is located at.

With attacks on one, not sure if the spamming of a Clan activity log for every attack would work, maybe since they are outposts, a (RW)daily/(GW)weekly summary of attacks instead?

Also, maybe they resources could accumulate until a Convoy (clickable button) is chosen, so the longer you refrain from sending, a bigger payout grows, but the greater risk another Clan/or solo individual could raid and run off with the resources.

Just a few mostly undefined thoughts...
Naelwyn
Naelwyn's Avatar
Posts: 209
Location: Hans Mina
Magus Age: 111 years old
Clan: OTAKU2
Website: Click Here
Message #23175 Posted: Jan 17, 2009, 5:33 pm
Interesting Idea.

My issue is with the 20,000 health per level, repair as wall feature.

Fully repairing a level of HQ would be equal to 150,000 of a resource.

Say the HQ maxes at 5. You're seeing it have to take over 100,000 points of damage before it dies. The larger clans will see these things hit absolutely insane amounts of health, with the ability to spend millions of resources on repair.

So, three suggested improvements below (somewhat out of order):

1) I think this idea would work better if each outpost had a different level and size. A size 3 outpost would have 60,000 HP, Level 3 starting Barrier, Level 3 non-upgradable resource mine, and a starting level 3 guard post. Allow the Barrier and Outpost to be upgraded up to double their original level or to a max of five, whichever is greater. In the above example, they'd upgrade to 6.
This could set up the situation where several clans would fight over the biggest outposts, clans could also attempt to hold numerous smaller outposts, etc.

2) The Control Manager and Barricade do not drop in level when damaged, they merely cease functioning. If a victor conquers, they'd have to sink resources into them both to repair them. This makes taking over and holding the higher level ones harder, as they'll start off low in health and need a big investment.

3) Resource Mines are stuck with fixed levels, based on the location and size of workshop. They generate different amounts of resources per level per material. An outpost should have at least one resource the same level as it's size, and other resources at lower levels. Allow the Outposts to generate multiple resources.
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #23185 Posted: Jan 17, 2009, 8:28 pm
I want the ability to take over opposing clan headquarters, say, with an army of 85 golems....
Dreamweb
Dreamweb's Avatar
Posts: 87
Location: Hans Mina
Magus Age: 111 years old
Message #23214 Posted: Jan 18, 2009, 5:06 am
Updated post.

Thanks for your input so far.
Pegga
Pegga's Avatar
Posts: 702
Location: Jaaron
Magus Age: 122 years old
Clan: ADV
Message #23218 Posted: Jan 18, 2009, 5:20 am
I'm wondering if this could be a clan item? It might take some reworking, but imagine dropping an item (such that it would be viewable in the map under scavenge), but instead of scavenging it, you'd get the option to attack the "item".

It would be interesting to see done that way. It would add some more fun and enjoyment of the map (seeking and destroying these outpost "items"). To repair it, one might have another page similar to the golem's depot page.
Haruna
Haruna's Avatar
Posts: 471
Location: Jinkara
Magus Age: 117 years old
Message #23235 Posted: Jan 18, 2009, 9:04 am
One could then have another thing if said devices are implimented.
Mayhaps a group of bandits owns one and you could smash them down and gather up thier resources they've extorted and robbed from people.
One could also be used to represent ruins filled with monsters or the lair of a mad Magus who dabbled in things best left unmentioned.
And quite possibly one could then get 'allignment' boosts from said raids, pending thier respective... allignment?
mardoc
mardoc's Avatar
Posts: 33
Location: Shilo Steppe
Magus Age: 121 years old
Message #23241 Posted: Jan 18, 2009, 11:59 am
i like the idea, i think (didnt read it all, too hungover) gonna take quite a large investment to protect these things tho, i think for it to be a viable option to do so the mine would have to produce quite a lot more. i probable would refrain from owning one and just go around smashing other peoples to pieces.
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #23263 Posted: Jan 18, 2009, 9:20 pm
Dude, anything that requires a group effort to take and hold, any goal that a group can pull off, TOMU is all for. We work best as a group but there's really not much other than warring that accepts a group effort.
masterslug
masterslug's Avatar
Posts: 619
Location: Shuul
Magus Age: 124 years old
Clan: OTAKU
Message #23266 Posted: Jan 18, 2009, 10:34 pm
I agree with Yamikuronue, I would love for there to be more that a clan could achieve outside war and building.

This has been mentioned before, but I would like clan quests or one off time limited events like the great penguin hunt that could add to the clan score or unlock items etc. I would like MOBs that could only be brought down with a team effort or maybe even requiring the cooperation of several clans. Maybe dangerous areas swarming with a set number of low to mid level critters that need to be cleared before you can get to the big McNasties, gives something for every one to do.

I know a lot of the power gaming purists would disagree but if you can create thriving community with a sense of comeradery first (nothing better for this than co-operative tasks, oh and decent in game chat facilities), then a lot of a game mechanic's teething problems can be forgiven for a lot longer.
Sconibulus
Posts: 664
Location: Shuul
Magus Age: 116 years old
Message #23274 Posted: Jan 19, 2009, 1:09 am
actually... the mechanics problems tend to get pointed out and fussed about a lot more, because there's all kinds of talking about them and then everyone knows... this has been shown rather conclusively on TOMUCHAT(tm). But the idea of team goals is something that sounds fun, one of the problems I've noticed is that an individual can accomplish just about anything in the game without too much effort, after reaching a certain point, which it seems at least a third of the players have reached.
Haruna
Haruna's Avatar
Posts: 471
Location: Jinkara
Magus Age: 117 years old
Message #23275 Posted: Jan 19, 2009, 1:24 am
Indeed, I only ever rebuild my Barricade after someone from ADV knocks it over, after all, I have maxed every other building I could build.
One might wish for group efforts, perhaps Building could be so.
One might want to build a library, well one needs to go in and bring in the resources and then it's just time, but what if a Magi had to build a particular section, using thier own 'workshop' interface. Then one could argue that building Clan buildings could be a group effort, even going so far as to have buildings built in sections and one could have many buildings on the go.
After all one needs to clear/prep the site, put in framing and foundations, then build up flooring and roofing before moving on to the walls. Then there could be 'building' specific tasks, like organising the Library, or outfitting an armoury. This could all require multiple applications of the same action, as one would need to clear more land for a Great Hall than for a Straw Training Dummy.

It'd be a bit more convoluted, and those with more members would get it done faster, but it could be more fun to be able to assign clan members to specific tasks and have them work together as a team.

One could also do something similar with producing clan items, though one could then donate Artificer Lab Capacity to help boost item production.

And heck, if there were other things, like a betting arena for golem fighting, or perhaps some minigame or other such feature which one could use our golems more 'intimately' would be nice as well.
Heck one could use said arena to add in new 'skills' to be trained, like being able to do a certain manuver with a particular golem. They could work similar to spells, and each golem type could have unique abilities based on thier composition.

Too much typing, I'm off for a bit.
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 116 years old
Real Name: Bay
Website: Click Here
Message #23283 Posted: Jan 19, 2009, 2:10 am
There's enough in this game encouraging us to turn on each other - scores, skirmishes, pvp... we need more to encourage us to band together.

And also, while griping is done in TOMUCHAT(tm) (all rights reserved), nobody has quit the game that shows up regularly to TOMUCHAT, unlike certain other clans where everyone got bored and wandered off. I like to think it's because if we didn't play we'd miss out on all the fun conversations and so on.
Daryoon
Daryoon's Avatar
Posts: 174
Location: Last Alvia Dawning
Magus Age: 121 years old
Message #23667 Posted: Jan 23, 2009, 1:26 am
What if the outposts gave score points and there was a seperate ranking for this score, and it was reset every month to make sure one clan doesn't get a huge lead and no one else ever got a chance.
 
Muelsfell Chat Options
Muelsfell currently has no official chat room setup, but there is an unofficial player run chat called Darkmyst Muelsfell Conference.

Username: 


Disclaimer: Please note that this chat is NOT moderated, supported, owned, or operated by Muelsfell staff. Muelsfell is not responsible for the content or function of the chat room, nor is it linked in any way to Muelsfell game functions such as your workshop, account name, or password (your magus name is forwarded to the chat as a nickname if you are logged in when you join the chat). Muelsfell Terms of Service do not apply for this chat, so please use this only at your own risk, and remember that official game staff will NEVER ask for your password.
Why wait? Register for your free account and start playing right now!

Play Muelsfell!