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General Discussion /
« on: August 06, 2003, 04:07:51 pm »
Taking up on what some have already said and adding a bit of ideas from my side I would say that
a) Castles/towers or keeps (I?ll just call all of these castles) are usually built in some strategic position to either defend or may oversee comers and goers. Alternatively castles are the bases of the rich folk who collect the taxes from the immediate area.
b) Castles actually cost money to keep and maintain
c) Castles need to be lived in ? not just by the owner but by defenders, servants and workers (NPCs?)? (These would cost more money as well)
d) If the castle underlies control of some land, it implies patrols and tax collectors and a good avenue for war against your buggering neighbor
e) If the castle was built for strategic purposes, (say it has one of the only three lifts to the next level or the destination of a trade route) travel fees or a wage (in case of say a watch tower manned by PC/NPC mercenaries) would be the source of income to the owner
f) If a castle is attacked and left unmanned, it would effectively be some nice stonework or feature in the game. (Like many have said a castle without an obvious purpose is just a waste of time ? better the tent)
g) Attacking a castle implies siegecraft, siege engines and a huge army ? (Unless I am grossly mistaken, historically to man a successful siege, you the manpower advantage of at least 10:1) Or else a demolition person with some handy C4. In any case not an easy task indeed.
h) Castles are useful to build an army ? it provides a good base for people to gather to and train ? marching forth when the time comes.
i) Finally apart from any implied benefits listed above (taxes and fees) castles may hold structures useful say for research (say a new spell) or manufacturing ((some super magic weapon or something) or simply holding shops taverns or inns or whatever who pay a fee to be there.
Now I have just skimmed the surface of these points but I guess that one could realize that the idea of building manning upkeeping a castle could be thought of as interesting by many.
But it would also imply a whole new dimension in the game mechanics ? where strategy has more value than role-playing.
It would be really nice to have a game which can also cater for stuff like that but my guess is that that would mean a huge amount of work from development?s side. It would surely be worth the hassle if all could enjoy this but thing about the landscape mottled with castles outcrops infesting the place. Making it difficult to own a castle (ie very few will ever have the privilege of building or owning one) will make it not worth the while to go through all the development work.
So my final say is that shops and the like are fine but castles and other ?big? structures should be avoided and left to NPC domain (with the exception of maybe towers). Unless PCs will be allowed to possess siege engines such as catapults or gun powder, Structure demolition should also be avoided (or at least made very difficult)
Finally this is just my opinion and i might be completely wrong about what today\'s developers may come up with and in what time.
a) Castles/towers or keeps (I?ll just call all of these castles) are usually built in some strategic position to either defend or may oversee comers and goers. Alternatively castles are the bases of the rich folk who collect the taxes from the immediate area.
b) Castles actually cost money to keep and maintain
c) Castles need to be lived in ? not just by the owner but by defenders, servants and workers (NPCs?)? (These would cost more money as well)
d) If the castle underlies control of some land, it implies patrols and tax collectors and a good avenue for war against your buggering neighbor
e) If the castle was built for strategic purposes, (say it has one of the only three lifts to the next level or the destination of a trade route) travel fees or a wage (in case of say a watch tower manned by PC/NPC mercenaries) would be the source of income to the owner
f) If a castle is attacked and left unmanned, it would effectively be some nice stonework or feature in the game. (Like many have said a castle without an obvious purpose is just a waste of time ? better the tent)
g) Attacking a castle implies siegecraft, siege engines and a huge army ? (Unless I am grossly mistaken, historically to man a successful siege, you the manpower advantage of at least 10:1) Or else a demolition person with some handy C4. In any case not an easy task indeed.
h) Castles are useful to build an army ? it provides a good base for people to gather to and train ? marching forth when the time comes.
i) Finally apart from any implied benefits listed above (taxes and fees) castles may hold structures useful say for research (say a new spell) or manufacturing ((some super magic weapon or something) or simply holding shops taverns or inns or whatever who pay a fee to be there.
Now I have just skimmed the surface of these points but I guess that one could realize that the idea of building manning upkeeping a castle could be thought of as interesting by many.
But it would also imply a whole new dimension in the game mechanics ? where strategy has more value than role-playing.
It would be really nice to have a game which can also cater for stuff like that but my guess is that that would mean a huge amount of work from development?s side. It would surely be worth the hassle if all could enjoy this but thing about the landscape mottled with castles outcrops infesting the place. Making it difficult to own a castle (ie very few will ever have the privilege of building or owning one) will make it not worth the while to go through all the development work.
So my final say is that shops and the like are fine but castles and other ?big? structures should be avoided and left to NPC domain (with the exception of maybe towers). Unless PCs will be allowed to possess siege engines such as catapults or gun powder, Structure demolition should also be avoided (or at least made very difficult)
Finally this is just my opinion and i might be completely wrong about what today\'s developers may come up with and in what time.