A beginning - mastermobs and Daes Dae'mar.
Posted: Sat Apr 14, 2018 8:46 pm
“The Wheel of Time turns, and Ages come and pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose above the lands west of the Dragonwall. The wind was not the beginning. There are neither beginnings nor endings to the Wheel of Time. But it was a beginning.”
Starting now, you will begin seeing new rooms in various cities. These will house the new mastermob system. We're beginning with three types of generic mobs: a hired mercenary, a Seanchan conscript and a lanky trolloc.
Having a small amount of options to start with will allow us to take inventory on which mobol has to be added to all new mastermobs to be built, instead of going back and changing 30+ mobs after they've been built.
This is stage 1:
Barracks have been opened in Falme, Lugard, Rhahime and the Ruined Keep. These will issue these generic mobs. RK will only work for DS, the others will only work for LS.
Say "issue mob" to get one.
You are also able to say "return to base" and this will /purge the mob and send it off.
Note that these mobs will not cost you qps, but the system does record you taking one out. The usual mastermob rules apply: one mastermob per person.
These new mobs are weaker than the old mastermobs and have about 100 hps less. You can still equip them, but they will not be as versatile when it comes to fighting. For the rpers: they can still say, emote and use socials. For those using mobsit, this variety doesn't like getting up when sitting, but will work as previously when sleeping.
There's a few more quirks, most notably that they do not take kindly to having warding vs damage cast on them.
Stage 2 will be:
Opening these barracks in all cities which have a clan, still with generic mobs, and beginning with a Daes Dae'mar/ the Game of Houses component. The idea will be that clans enter treaties with another and then they can issue mobs in eachother's city. E.g. currently, *oL would likely not be able to issue mobs in Caemlyn, however, should relations be repaired in the future, that ability might be restored.
Stage 3 will be:
Getting feedback on which mobol needs adding to the clan mastermobs and implementing these.
Stage 4 will be:
Utilizing the War Offices and implementing a moboled war system in various cities, which will feature a patrol of equal strength in each War Office. Not quite as many problems with Emond's Field being weak as heck and Caemlyn being strong. This war system will be accompanied by certain Rules of Engagement, so as to ensure wars will not drag on forever, but will have a definite end date.
This will open a realm of possibilities, ranging from automated patrols loading for the winner of a conflict or the mob count of the loser going down in their city. We will see where this adventure will take us!
Starting now, you will begin seeing new rooms in various cities. These will house the new mastermob system. We're beginning with three types of generic mobs: a hired mercenary, a Seanchan conscript and a lanky trolloc.
Having a small amount of options to start with will allow us to take inventory on which mobol has to be added to all new mastermobs to be built, instead of going back and changing 30+ mobs after they've been built.
This is stage 1:
Barracks have been opened in Falme, Lugard, Rhahime and the Ruined Keep. These will issue these generic mobs. RK will only work for DS, the others will only work for LS.
Say "issue mob" to get one.
You are also able to say "return to base" and this will /purge the mob and send it off.
Note that these mobs will not cost you qps, but the system does record you taking one out. The usual mastermob rules apply: one mastermob per person.
These new mobs are weaker than the old mastermobs and have about 100 hps less. You can still equip them, but they will not be as versatile when it comes to fighting. For the rpers: they can still say, emote and use socials. For those using mobsit, this variety doesn't like getting up when sitting, but will work as previously when sleeping.
There's a few more quirks, most notably that they do not take kindly to having warding vs damage cast on them.
Stage 2 will be:
Opening these barracks in all cities which have a clan, still with generic mobs, and beginning with a Daes Dae'mar/ the Game of Houses component. The idea will be that clans enter treaties with another and then they can issue mobs in eachother's city. E.g. currently, *oL would likely not be able to issue mobs in Caemlyn, however, should relations be repaired in the future, that ability might be restored.
Stage 3 will be:
Getting feedback on which mobol needs adding to the clan mastermobs and implementing these.
Stage 4 will be:
Utilizing the War Offices and implementing a moboled war system in various cities, which will feature a patrol of equal strength in each War Office. Not quite as many problems with Emond's Field being weak as heck and Caemlyn being strong. This war system will be accompanied by certain Rules of Engagement, so as to ensure wars will not drag on forever, but will have a definite end date.
This will open a realm of possibilities, ranging from automated patrols loading for the winner of a conflict or the mob count of the loser going down in their city. We will see where this adventure will take us!