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Poster: Mutant
Date Posted: 13 May 2010, 08:56am
Garrisons
Not many people trying these out... they're pretty cool, quite a few benefits if you do it right.... :)

Feel free to ask questions about them.
 
Poster:
Date Posted: 16 May 2010, 10:57am
Re: Garrisons
Haven't worked out the point of them yet...?
 
Poster: Mutant
Date Posted: 16 May 2010, 11:59am
Re: Garrisons
You can accumulate gold and xp while your party is doing other stuff (or you're offline)..

You can also get around the 8 character max :)

They'll be other uses, but that requires some other features to be implemented...
 
Poster: Greebs
Date Posted: 03 July 2010, 23:42pm
Re: Garrisons
The garrisons open up game play nicely, once you work out how they operate. (I didn't understand the point of them at first)

Try this:
    [li] build a garrison near an orb [/li]
    [li] put all your strongest characters in the garrison [/li]
    [li] leave your lowest character in the party [/li]
    [li] restock your party with recruits from the nearest town [/li]
    [li] train up your new party with low-level quests [/li]
    [li] rince and repeat :) [/li] </ul>

    While you are offline, any poor creatures the encounter your garrison will be squashed (hopefully) by your heavy crew stationed there and the garrison members will gain XP.
    Any XP you get from quests (with your new "training" party) are shared out amongst all you characters (including the garrison crew).

    You can set all sorts of options at the garrison, e.g. only attack weaker groups of enemies (creatures or other parties), when to flee, etc.
    Like Mutant says... there are quite a few benefits... and with a bit of imagination you can begin to expand your game in very interesting ways.

     
    Poster: Mutant
    Date Posted: 04 July 2010, 04:00am
    Re: Garrisons
    It's probably actually a bug that garrison members get XP from quests... the idea is that they're pretty much separate from the party (there are a couple of other bugs like that I think). I'll probably leave that one for the moment though...

    I have a feeling garrisons might be a bit too powerful at the moment... i.e. you could start expanding exponentially, have more and more garrisons raking in money and populate the entire map pretty quickly... so there might be some restrictions coming eventually (e.g. max number of garrisons per party).. but I'll let people use them a bit more first...
     
    Poster: Greebs
    Date Posted: 04 July 2010, 23:09pm
    Re: Garrisons
    Perhaps the garrisons should require some gold-per-day as upkeep?
    Upkeep could be relative to the number of characters stationed in a particular garrison.
    This would also provide a reason to store gold at the garrison.

    Don't ask me who the garrison is giving the upkeep gold to though... the local council? hehe.
     
    Poster: Greebs
    Date Posted: 05 July 2010, 00:22am
    Re: Garrisons
    On the upkeep theme, how about this:
    You can choose to pay your upkeep with gold or turns (like the town tax).
    Upkeep could be considered things like food, shelter, etc.

    Paying in turns means that your garrison is looking after themselves. (hunting, chopping wood)
    Paying in gold means you are relying on the local populace (i.e. nearest town) for food and supplies.

    You could make this more interesting depending on your prestige in the nearest town.
    Prestige: neutral  -> you can pay upkeep in gold or turns
    Prestige: below neutral -> the town won't help you, you can only pay upkeep in turns
    Prestige: above neutral -> the town will help you at a discounted rate, you can pay in gold or turns

    Just a thought.

     
    Poster: Mutant
    Date Posted: 05 July 2010, 00:42am
    Re: Garrisons
    Upkeep could definitely work... will have to think about it though. There's a couple of issues I could see... first, if the upkeep is drawn from the garrison's gold, then you'd have to keep visiting them to stock up their coffers... which kind of sucks. Second, what happens if you can't pay the upkeep? The garrison goes into some sort of stasis where they can't attack anything? Kind of works I guess (it could be they're too hungry to attack or whatever), but then what happens if parties attack them. Also, it seems kind of inconsistent that garrisons have to buy food, but the party doesn't. Minor issue, but I like to avoid that sort of thing.

    Also, paying upkeep by turns is interesting because garrisons don't have turns (or use up turns - which is one part of the reason they might be too powerful).

    Anyway, will need to think about it, but would like to see how people use them first... maybe people won't bother to populate the map with garrisons because it becomes too hard to maintain them (e.g. swap out dead chars, etc.) and they become a big target for other parties.

    There will be more of a relationship between garrisons and nearby towns soon though (the obvious one being quests relating to garrisons). There's actually already a relationship between them.. but it's pretty subtle. Suffice it to say creating garrisons will help nearby towns.
     
    Poster: Greebs
    Date Posted: 05 July 2010, 01:42am
    Re: Garrisons
    Good points.

    Perhaps instead of upkeep, it would cost you to build a garrison.
    I think you are right in waiting to see what people do with the garrisons first.
     
    Poster:
    Date Posted: 08 July 2010, 07:56am
    Re: Garrisons
    Can you make the daily update emails tell you how much gold / xp you get from each battle? You have Opponent and Outcome columns, you just need need to add Gold and XP columns.

    Also would be nice to have character messages like so and so has run out of ammo or armour needs repairing.
     
    Poster: Mutant
    Date Posted: 08 July 2010, 11:18am
    Re: Garrisons
    Ok, will add those.
     
    Poster: Mutant
    Date Posted: 09 July 2010, 10:28am
    Re: Garrisons
    I'll be adding a turn cost to garrison creation in the next release. Also, monsters are attacking garrisons too frequently (accidentally left a config variable set too high!) ... so garrisons won't reap so many rewards in the future.
     
    Poster: Greebs
    Date Posted: 09 July 2010, 22:02pm
    Re: Garrisons
    Could you make it possible for the garrison members to use the equipment at the garrison?
    At present you have to give gear to a member before they have access to it.
     
    Poster: Mutant
    Date Posted: 09 July 2010, 22:45pm
    Re: Garrisons
    Yep, that's already on the todo list.... along with allowing garrison members to exchange equipment with each other.
     
    Poster: deityrox
    Date Posted: 26 May 2012, 09:51am
    Re: Garrisons
    I have a question. For example, the garrison is located on the tile with the dungeon. Garrison specified to attack everyone. What happens when a party of level 10 will try to go to the the tile with the garrison of the 20th level? ... of the same level? ... when try to get out of the dungeon? thank you in advance.
     
    Poster: Mutant
    Date Posted: 26 May 2012, 22:38pm
    Re: Garrisons
    Wow, an old thread :)

    Garrisons won't attack low level parties under any circumstances.... so you can set up a garrison to ward off higher level parties from a dungeon (or other type of sector), but the lower levels will still be able to sneak in.

    (You might be able to see how this could be used to protect certain resources for use by your kingdom only! :) )
     
    Poster: deityrox
    Date Posted: 30 May 2012, 18:15pm
    Re: Garrisons
    I wonder if there is a solution for this situation. I am now testing the garrisons in the wild. Let's imagine that my second account had lost the garrison and did not picked body. They move to the nearest town, but alas, it belongs to the first account. Will it be possible in future to move the body between the cities?
     
    Poster: Mutant
    Date Posted: 30 May 2012, 20:50pm
    Re: Garrisons
    Yeah, there probably should be a way of getting bodies from the morgue even if you're not allowed into the town.
     
    Poster: Greebs
    Date Posted: 31 May 2012, 09:00am
    Re: Garrisons
    Perhaps you could pay the town's morgue staff to cart the corpses to another town?
    Price (and time to get there) are a function of distance and sales tax, or something.



    Or perhaps it could be a player funded quest, like the "deliver this message" quests?
     
    Poster: Mutant
    Date Posted: 31 May 2012, 09:54am
    Re: Garrisons
    Yeah, it's a possibility :)
     
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