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Announcing Phase 1: Land Grab
*sam*
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The plan is to release the new camps system in phases, which gives time for things to bed in and be tweaked before each subsequent phase. It also gives time for me to implement things. Thanks to Joel for suggesting a phased approach.

I can't guarantee accurate timelines for this, because many of the intricacies won't be clear until I'm actually doing them. Dismantling previous parts of the system may be a sizeable part of the work, since code is spread throughout all the parts of the game- website, game server code, database, back-end daemons (master server, camp daemon, main daemon (looks after stuff like weekly training), events manager)..  and bugs are possible, although as you know highly unlikely. Cough.


Note that none of this is yet live in the game. This is a pre-announcement.



PHASE 1: LAND GRAB


1. The dynamic hexgrid map goes live, however only the current resources (stone, water, food, etc.) plus two new resources (DW$ generating, and strategy point generating Hexes) will be attached to the hextiles. Clarification: we will define the actual raw amount of resources generated by these numbers which are currently in the range 0-100.

2. Camps whose owners have not logged in for 6 weeks will be removed (temporarily) from the map and put into hibernation. If/when the owner returns they will have to discuss with me where to put the camp on the map.

3. All camps get a one-off opportunity to relocate. There may be a DW$ fee or refund (of their original camp fee), based on where they're moving compared to where they came from. Clarifications: movement will be done in sequence (one camp after another) based on a randomised list. Camps will have to stay in their current region. Camp base fames may change due to their move (as you know, camps closer to towns get higher base fame).

4. Camps decide whether to have their pvp flags on or off. During Phase 1 camps will be able to instantaneously turn their flags on/off; later on there will be a delay. Camps with their pvp flag off can only own the tile they're on, but that tile can not be taken from them and they cannot be attacked by other camps.

5. The current camp war system is removed. From now on, you're either PvP or you aren't; there's no mechanism to be at war with specific other camps.

6. In later Phases we will be adding numerous uncommon tile resources (training vouchers, hiring vouchers, Lithium, Camp Fame resource, etc.). I cannot say right now exactly where these will be; however, the placement of them will be done by me and Harry, with no favoritism or lobbying allowed. In general, you should realise that roads will be valuable, and any tiles which we have given interesting-sounding names probably means we have plans for something there. Resources will be spread around. We will focus on creating choke points and hotspots for conflict.

7. NPC attacks on camps cease, for all PvP camps.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 3, 2020, 10:23 am Last edited Apr 4, 2020, 2:42 pm by *sam*
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so basically we turn pvp on then scout a certain hex and to control it?
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vet paintball wv1,0,2

Posted Apr 3, 2020, 10:33 am
*sam*
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darthspanky said:
so basically we turn pvp on then scout a certain hex and to control it?


Not exactly.  Each 'round' (we're thinking that rounds should be 2-weeks apart), each camp assigns their strategy points to tiles that they want to attack or defend. They can only attack tiles that border on a tile they already own. If the tile is currently neutral, they'll automatically take it; if it's owned by another camp there will be a battle. The strat points declared by both sides, plus the defence rating of the tile, will determine how much CR each side is allowed to deploy. The further away from your camp a tile is, the less effective are the strategy points that you spend on attacking/defending them.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 3, 2020, 10:41 am Last edited Apr 3, 2020, 10:47 am by *sam*
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will psi powers be able to be used, on these camp fights?
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vet paintball wv1,0,2

Posted Apr 3, 2020, 10:47 am
*sam*
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darthspanky said:
will psi powers be able to be used, on these camp fights?


Good question, I'll have to get back to you on that. We're also considering disallowing or rebalancing the CR of certain weapons.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 3, 2020, 10:49 am Last edited Apr 3, 2020, 10:50 am by *sam*
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Why not a chassis bulk cap? Say <200
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vet wv combat1 pvp3 pvp51,4,0

Posted Apr 3, 2020, 10:56 am
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not sure where to look for these strategy points, but ready to try it just need to know where to find them?
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vet paintball wv1,0,2

Posted Apr 3, 2020, 11:05 am
*sam*
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darthspanky said:
not sure where to look for these strategy points, but ready to try it just need to know where to find them?


None of the above is live yet, I'm just announcing what will be in Phase 1.  I've added a comment to this effect at the top.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 3, 2020, 11:07 am Last edited Apr 3, 2020, 11:08 am by *sam*
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Tez said:
Why not a chassis bulk cap? Say <200


For tiles away from roads? Hmm. To be discussed.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 3, 2020, 11:15 am
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kinda reminds me of the old world war 1 board game diplomacy.
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vet paintball wv1,0,2

Posted Apr 3, 2020, 5:57 pm
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:cyclops: :cyclops:
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vet wv0,2,0

Posted Apr 4, 2020, 12:58 am
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*sam* said:

3. All camps get a one-off opportunity to relocate. There may be a DW$ fee or refund (of their original camp fee), based on where they're moving compared to where they came from.


If the new location we select for camp is closer or further away from town, will that affect the base camp fame and cause it to go up or down?

What if 2 players select the same hex tile to place their camps. Will they share the space or one forced to select a new hex tile?

When can we give you our camp hex tile selection?
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vet wv marshal paintladder zom circuit3 paintball raceL1 race1 pvp4 hammer circuit2 pvp2 circuit1 gwped pvp5 pvp3 pvp1 deathrceL1 triangle1 combatL1 elmsautumn combat1 northernsummer1,3,0

Posted Apr 4, 2020, 3:30 am
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Think how will you time the camp rellocation.

Everyone blind-relocates at the same time, so what if 2 camps are too near unwillingly?

Camps relocate by date creation order?

Random order relocation seeing where everyone has moved?

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vet wv race1 deathrce1 combat1 paintladder0,59,4

Posted Apr 4, 2020, 6:36 am
*Ninesticks*
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Also when we are talking about a further charge/rebate for moving camps - do you have any idea what sort of figures we are talking about?
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vet wv marshal pvp4 community pvp20,1,0

Posted Apr 4, 2020, 7:34 am
*sam*
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*The X Man* said:

If the new location we select for camp is closer or further away from town, will that affect the base camp fame and cause it to go up or down?


Good question. Yes, I suppose it will have to.

*The X Man* said:

What if 2 players select the same hex tile to place their camps. Will they share the space or one forced to select a new hex tile?


They won't be able to share a tile. See answer to post, below: random sequence.

*The X Man* said:

When can we give you our camp hex tile selection?


Soon. We have added the basic resources as well as villages icons (villages will tend to give other things such as access to NPCs). Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php

If you have any suggestions/edits to these resources which Harry and I have recorded, let me know. Thanks!

Note that all resources range 0-100. We need to figure out a mapping into real units (e.g. how many dollars per 2 week 'turn' does 1 dollar resource give?)
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 4, 2020, 10:01 am Last edited Apr 4, 2020, 10:56 am by *sam*
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Effy said:
Think how will you time the camp rellocation.

Everyone blind-relocates at the same time, so what if 2 camps are too near unwillingly?

Camps relocate by date creation order?

Random order relocation seeing where everyone has moved?



Good point. After discussing with Harry:  it's probably best if I generate a randomised list, and each camp owner gets to move in turn.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 4, 2020, 10:06 am Last edited Apr 4, 2020, 10:57 am by *sam*
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*Ninesticks* said:
Also when we are talking about a further charge/rebate for moving camps - do you have any idea what sort of figures we are talking about?


I'll try to keep it as close to the official camp costs as possible. E.g. if you have a very small 'very close to town' SS camp and move it to being a 'wilderness' SS region camp, you'll get a $4m rebate.
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Posted Apr 4, 2020, 10:08 am
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How will roads be handled from camps to towns and other camps?
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vet wv pvp5 pvp4

Posted Apr 4, 2020, 10:56 am
*sam*
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Grimm Sykes said:
How will roads be handled from camps to towns and other camps?


The same system we have now, for the moment. So of course a camp that moves might have its 2 town roads changed.

Travel is essentially going to ignore the hexmap.
Scouting will probably be changed so you can scout a particular tile (but not at first).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Apr 4, 2020, 10:58 am Last edited Apr 4, 2020, 10:59 am by *sam*
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*sam* said:
Updated map here:
http://www.dark-wind.com/hexmaptest/darkwind_map.php


blank page, nothing there
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vet wv pvp5 pvp4

Posted Apr 4, 2020, 10:58 am
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