Revamping the group system into something way bigger. (Complex Factions, Combat, and etc..)

  • Hey, folks, i am Hawkard, and I shall bring you guys some ideas i thought today.




    Revamp Group System: The group system can be much more, I think we could work on a concept where you can create a clan and claim territory to set up bases and castles, this would improve a lot the PVP ingame and give that 'feudal' feeling.

    It could work like a 'plot' system where nobody but you and your clanmates could change the terrain by any form except by damaging it with siege weapons.



    Combat: There would be tickets for respawn, when the defending clan tickets ran out, a flag would appear at their base, if the attacking team manages to capture it, the defending team respawn time would increase a lot, by defeating all remaining alive defenders, they would be defeated, and the winning faction would get 40% of the loot present in chests and players. In case the defending faction manages to repel the charging enemies, their flag would appear randomly in the combat zone, by capturing it you can delay the enemy respawn timers, and if you kill the last remaining attackers you would be able to loot 40% of the loot present in the attacking players. The flag would create a 'Overtaken' debuff which would delay your respawn timer a lot, if the debuff depletes all your dead fellow warriors would spawn immediately and you would get 10 tickets back, every side starts with 20 tickets. You can't drop your items in death while your team still has tickets, when the tickets depletes, at death you would drop every item. By killing an enemy you would get +1 ticket, by dying you would lose -3 tickets. (if you die in the neutral zone or in the enemy zone)



    There is also the "combat zone" which the system will set, that would be divided in three parts, the enemy zone, the neutral zone and your zone. If die in your zone you would only lose -1 ticket at death. -3 at the neutral zone and at the enemy zone. If you leave the combat zone you will start a "Retreat" vote which your team can agree by leaving the zone too, or deny by staying in battle and fighting like a man. Your zone would have a supply chest, so you can re-equip yourself when desperation hits. The enemy can't destroy the chest or open it.


    To start a war you must first attack the enemy base, or the enemy members. By attacking you would deplete the enemy structural integrity, the enemy can also counterattack you, if you manage to damage the enemy structural integrity, the war would start in 15 seconds, in this time you must run to your zone, if you stay in the enemy zone, you will be greatly slowed and be a sitting duck for the enemy. You would also drop all your loot, this is meant to avoid camping.




    To attack the enemy base you should set up your siege and fire against it. Every shot depending on the weapon would deplete the enemy structural integrity, and if you manage to kill someone, this would greatly decrease the integrity.
    If you manage to deplete the enemy's structural integrity you will start a "Invasion"


    The enemy zone is always active, if you get too close, your position will be revealed and you will maybe draw the enemy action to you, this can be deadly to your team if not done properly.
    If the enemy fail to respond to your attack and you destroy their structural integrity, you can start a "Invasion" and attack them at their own base. The war would start, but there wouldn't be no neutral zone, and your respawn camp would be right next to the enemy, meaning you die, respawn, and jump right into the action again. Your team would get 40 tickets while the normal is 20 tickets. However if you die you would instead lose -5 tickets, if you overtake the enemy and kill all the defenders the faction will be at your mercy and you can do everything you want with it. The defenders will not respawn there and they would lose everything.



    As the defending team, avoid getting invaded at all costs, the Invasion is very hard to repel, but when you repel a Invasion you would instantly defeat the attacking team. You can set siege weapons at your base, and fire against the enemy to deplete the Enemy Siege Camp life bar, by doing that you can completely repel the attack and make them retreat. There will be 20 seconds for the initial combat. When that time runs out, if you managed to at least hurt the enemy a little bit, you will not be invaded and you will fight in the normal war event instead. For the attack team it is exactly the same, if you managed to keep your siege alive when the time ends, you will not be repelled, but you will not invade the enemy base.


    As the defending team, keep your members safe at all costs, if you die while defending you will greatly reduce your structural integrity.
    As the attacking team, try and find a strategic position so you can have a clear vision for your attack.





    There would be a mini ''diplomacy'' stuff that you could set other factions as your ally or your enemy. By declaring a faction your ally, you would be able to see their ''Distance'' meter by pressing TAB. If you set a faction as your enemy, or if you are set as somebody's enemy, every time a enemy steps in the boundaries of your territory a message would appear: "Your scouts have reported suspicious movement near the faction territory." it would vary with the number of enemies present in the boundaries, something like "Your scouts have reported an enemy war party near the faction territory."

    When creating a faction/clan, you could set it's banner, name, description and objective.


    What is a faction objective you ask? It is literally what the title proposes, the faction objectives, you could choose things like a merchant/trading faction, a resource gather faction, a war faction, and a mercenary faction.

    • Merchant Faction: Your faction would collect EXP through trading and selling stuff, EXP is also a faction feature, the more EXP you have, the more you can expand your territory and increase the number of max members supported in your faction.
    • Resource Gatherer Faction: Your faction would collect EXP through collecting, foraging, farming, basically looting and exploring the world, you could ally with a trading faction to sell your goods to them and making a lasting economic alliance, you could also ally with a war faction, supplying them with goods while being protected by enemies and making fortune through war.
    • War Faction: Your faction would collect EXP through PVP, fighting and killing other players, defeating other factions and making your fortune through war and pillaging. As said above, you could pretty much ally with a trading/resource gather faction to make the campaign even better in the long run.
    • Mercenary Faction: Your faction would collect EXP through hunting player killers and war factions, you literally do as the name sugests, you get to hunt someone and get your pay, you could be asked by peaceful factions to seek and destroy hostile factions in order to protect them.

    These are just examples of what it would be, also selecting a objective wouldn't restrict your gameplay a lot, most of the cases it would support it, this means you can choose a merchant objective but behave as a war party instead, because you would be trading so much to support war campaigns that you be a lot easier to get EXP for territory claiming. Bear in mind that your objectives can also shape the gameplay a little bit, for example, a war party by levelling up would get a big increase in territory but a low increase in members, while a merchant faction would get less territory but would be able to get way more members. a Resource Gatherer faction by the other hand would get a regular increase in both elements since you would need territory for agriculture and livestock, also a regular increase in members since resource gathering is kinda laborious to do with less members, a Mercenary Faction is a unique one, they would get less territory and less members (Less Territory than a RG Faction and less members than a War Faction), but they would get a boost in EXP for every objective completed, meaning that you would have a good advantage compared with other factions in the long run since the Mercenary Faction is the quickest to grow up in level.


    Also by choosing a faction objective, you could get a decifit, let's say your faction objective is trading, so this means that warring is kinda out of hand, meaning that dominating other factions territories isn't as lucrative for you in comparison to a war/mercenary faction. If you opt to clash and hack your way to success, it would mean that trading and resource gathering are meant for beta males, since you're an alpha male, you wouldn't engage in trading and market flipping neither placing a brick over the left click of your mouse to gather resources, I'M NOT SAYING that you're prohibited to trade or to gather resources, i'm saying that you wouldn't be able to level up as fast as you would do via combat with other factions.


    The neutral objective means that you opt to get no advantages, but get no disadvantages, so you could literally do everything but with literally no boosts or aptitudes, it is a kinda harsh way to rise, but is the most safe way to do it.


    So a big TL;DR.
    1 - Factions got levels and EXP, with EXP you claim territory and increase your max limit of members at your faction
    2 - You can dominate other factions through that battle minigame said above.
    3 - You've got factions objectives, things to focus on and fight for.
    4 - You can ally with other factions or be a bunch of lonewolves (Hello, North Korea.)




    Siege Weapons: I also thought in a way to raid bases and homes with things like Cannons, or catapults, adding some sieging machinery/weapons should really spice up the idea of clashing clans in game.


    I know, I know, this suggestion may sound a little too complex for a game like Rising World, but this would definitely be so much fun to do ingame.

  • Like I wrote in an other thread (10) there should be some servers you can teleport between in future, in wich every server has specific characteristics - one for PVP, one for harvesting, building and trade, or other subdivisions. - - Sadly it's in german.
    If it's divided the Mod / API is smaller, faster, more bug resistent. - The game will develope to this direction too. ( At first should be
    differentiated the "one hit kill" for that. )


    It will be a lot of work and you have feeded good and detailed thoughts.

    Tschak - Wenn ich gewusst hätte, was die alles damit in die Massen tragen :| Werdet Euch klar, was Ihr wirklich wollt und ändert gegebenenfalls Euer Leben ^^
    Schnellhilfe / quick help alt / old

  • But the problem is, this would separate the world in a multiverse which will hurt the Factions concept.
    If a faction has different worlds you can play on, it means that many factions will take place at different worlds, making the co-existence hard and annoying.
    Like, a merchant faction can easily take place at a safe trading-based world, which most of times will be peaceful (Animals will not harm you and no PVP)

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