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Epic idea of using the "Cityguard" in War between guilds(and/or regions ;) ) (lua programming?)

Sinth

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So, maybe you've heard i'm going to try to host a server where we are not going to use the skullsystem. As it is now, though, cityguards attack whiteskulls(even though their damage is severly nerfed, and its impossible to get redskull).

But, what if, each city/region have their own cityguard, whose strength(attack-damage and movement speed) is determined by player and/or guilds control of a certain tile, item or guildhall/house.

For example:

The higher % of how many houses/guildhalls of existing ones in a region that is being rented each increases the attackdamage by ca 5 and movement speed by 1. If a region is 100% filled(all houses and guildhalls is rented) that city/regions city-guards would have "full power", perhaps as powerful as the Tibian-cityguard(at least at 8.6) who has extreme melee-damage.

Or, the higher average of playergroups level the higher damage - so that all cityguards strength increase as the players increase aswell, so that the system is balanced from day 1 to when players are 100+.


And then if you would have such a system, how about the possibility of guilds/players buy an extra cityguard and place him anywhere inside that region for a fee of say 100-1000k(late-game gameplay, when most and many players are 100+ and are buisy with wars and conflicts more).


Any scripters that gets the idea that can think of possible creations of a similar system?

Anyone seen cityguards used in a similar way before on some OT?

Put it in discussion as it relates more to gameplay-talk/general ideas than scripting, imo.
 
Any scripters that gets the idea that can think of possible creations of a similar system?
All just comes down to guardian AI and where he takes his parameters from (in your case houses)
Although you would need to register houses better to increase the performance of AI.

Anyone seen cityguards used in a similar way before on some OT?
Nop, I have made guard who attacks skulled ppl and nearby monsters, but its damage was static.

Even though this idea is original and might seem hard to do for you.
It actually just takes ~hour to make such npc feature in Lua. (TFS 1.x)
 
Hard to make them attack monsters?

What about TFS036? Same solutions not working or just not tested?
 
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