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Gameplay 'Theories'

Here are some 'theories' we (Korin and Jalik) wrote about how some of the aspects of the game will play out. We've tried to be as clear and concise as possible, but if you don't understand some aspects, you can shoot me an email at cardinal@rulingwars.net, or Korin at redmage@rulingwars.net. Happy reading!

NPC Theory
The Questing System
Player Owned Property
Karma Theory
The Guild System


NPC Theory of Ruling Wars:

This article is continued from the Characters section of the site.
Previously discussed was the idea of player owned non-player-characters (NPCs). The article briefly talked about how player owned NPCs in our game will be different from other Massively Multiplayer Online Role-Playing Games (MMORPGs). This article will go into detail about how owning NPCs will work.

Process of acquiring NPCs:
In our game, a player will need to have acquired the equivalent of around level 10 in order to begin ‘purchasing’ NPCs. This will effectively give them the equivalent of a Corporal rank, thus giving them authority over lower ranked NPCs. The purpose of owning an NPC is to have lower ranked soldiers for you to command in battle. Each NPC that a player acquires will essentially work for money. I suppose that this could be considered a sort of ‘rent-a-soldier’ process. However, each NPC that you pay to fight for you will be considered an employee. In reality, a player is able to own his or her own number of NPCs. The maximum number allowed to be owned is only determined by a players ability to pay each and every one of their soldiers.

Maintaining the NPC pool:
Since there is virtually no limit to how many NPCs a player can own (other than money), it will become an incredible task to manage the entire pool. What will most likely end up happening is a ‘chain of command’ system. An example of this, let’s say, would be a player that owned 15 soldiers. Say that 3 of these soldiers are at the equivalent of around level 20, whereas the remaining 12 are beneath that. That player will have the ability to assign each of the 3 more experienced soldiers the command of 4 of the lower ranked soldiers. This results in the player having direct control over 3 higher ranked NPCs, which in turn each command 4 lower ranked soldiers, essentially giving the player indirect control over all 15 NPCs. This makes for a far easier system of managing soldiers, and makes use of the chain of command.

Paying each NPC’s wages:
No system of owning NPCs would be completely realistic if the idea of paying each and every one under your command was not in place (short of the idea of slavery which has been out of the question in this game since the beginning). Of course, this brings up an interesting issue of money buying you an advantage. Some would argue that players with piles of money would have a much easier time in the combat oriented areas of the game. This is indeed quite a realistic probability. Each NPC will have a ‘wage’ that you will have to pay in order for it to remain loyal to you. You will of course still own the NPC even if you do not pay it’s wages, but it will not follow any of your orders and will most likely stand on the sidelines and slack-off and/or make fun of you if you don’t pay him/her. The current plan is to attempt to make the salaries of each soldier affordable to everyone. So there also lies the argument of wealthy players being able to command a greater number of NPCs. My counter-argument to this is as follows below.

Arguing ‘unfair’ advantages of the wealthy players:
While the more wealthy players would most likely hold the advantage in terms of more NPCs under his or her control, the idea of the game is combat against members of other Rules. That may seem a bit unclear, but what I’m trying to get at is the idea of players unifying under each of their own Rules and empires. Let’s say, for example, that a group of 10 players from the Ikarian Empire each has their own group NPCs under their command. Let’s say that 2 of these players are quite wealthy and have piles of money to pay their NPCs. The remaining 8 players in the group are not quite as wealthy and can only afford to have maybe 5 or 6 NPCs under their command. Now let’s say that they are on their way to raid a Tyrann Empire capital city. Let’s say they run across a group of 10 players from the Tyrann Empire that each have a group of NPCs under their command. Say that only one of the Tyrann players is wealthy enough to play for a lot of NPCs, and the remaining 9 of the group own around 5 or 6 NPCs. If the two groups decide to battle, assuming that the two groups all have members of around the same rank, then the players from the Ikarian Empire will most likely pull out ahead, because they have two players with enough money to finance an entire squadron of NPC soldiers. To put it simply, I would say that short of a player’s ego, the only time to squabble about the system being unfair to the less wealthy players is when you want to build up a massive army to raid the other empires.

Non-Player Owned NPCS:
We will, of course, have many NPCs that will be quest-givers and things that won’t be available to be owned by players. You will be able to talk to these NPCs and get quests from those who give them. Also, we have to make enemy NPCs for players to kill, otherwise the game would have little to no point and people would hate us. And since we like to be liked by people, we’re going to do our best to make this a fun game, full of slaughtering NPCs which is always fun. Also, for non-player owned NPCs, and perhaps player owned ones as well, we’re throwing in an ‘easter-egg’ of sorts, in which something a player says will trigger a command that makes NPCs loose every bit of self esteem and run of a cliff, which should be funny.

Conclusion:
I’m sure that I have left out some important things, and I’m sure that there are still questions. But, for now, I think this is a pretty extensive article on our NPC theory for the game. As always, if you want to add something, or have comments of any kind about this article (or anything really), go ahead and let us know, either by email or on the forums. Basically, our NPC system is going to be quite a bit different from all the other ones out there right now. Anyway, I’m going to go ahead and wrap up. Take it easy.

-Jalik

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The Ruling Wars Questing System Theory

When people think of MMORPGs, or just RPGs in general for that matter, what is one of the first things they think of? Quests. Now, the next question is: Do quests a) define the game, b) the character, or c) do they just help someone level? Some RPGs go with A, a few go with B, but the vast majority of RPGs go with C. With our game we hope to encompass all of these to have an awesome questing system. We hope to have our quests be a core part of the game that follows a storyline. However, we also do not want the main focus of the game to be quests. We want to leave room for exploring and for massive PvP and PvC battles. We want characters to be defined (to a point) by quests. Quests will help the player along in his/her mission to become a great leader in his/her respective Rule. Quests will also be designed to help players get experience toward mastering professions. In our game, we will not have the traditional ‘leveling’ system. Characters will instead master professions and be promoted in rank. Quests will be designed with these professions in mind, and will reward players with items, bonuses and experience specific to each respective profession.

Another thing about quests that will be (mostly) unique to our game will be team quests, or what we call ‘Community Questing’ (CQ). These quests will be designed for multiple players (probably around 5-10 for most common CQs) to each have his/her own task within the quest. For example, a community quest may be a 7 player ‘recon quest.’ Each of the 7 players is assigned a position to scout and report in at. Once each position is secured, there may be a ‘sub-quest’ where there is an item to collect, (a) monster(s) to kill, a person to talk to, or an item to deliver. Once each of these tasks is complete, each player must return to the questgiver to be marked as complete. Once each player has checked in ‘complete’ with the questgiver, the quest will end and reward each member with experience, bonuses, and/or items to help the players advance.

We are developing this system (CQs) because we believe in the value of team play. Interaction with lots of other players is something we encourage, and with these quests, team cooperation and interaction are essential. For the most part, CQs will not be mandatory, however in order to master most professions and be promoted, these quests will be required.

We will have 5 different types of quests apart from CQs:

- DeliveryA player receives an item from a questgiver that must be delivered to another NPC (non player character).

- Kill/Kill and GatherA player must kill a certain number of ‘monsters’ of (a) certain mob(s). Sometimes this type of quest will also require looting an item from a dead corpse.

- ConverseThe quest will be given by one NPC and will require talking to another NPC.

- GatherA player will be required to locate and gather a certain item that will need to be returned to the questgiver.

- Scout/ReconA player will be required to travel to a certain area and either report in or scout a particular area and report back to the questgiver.

-Jalik

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The Ruling Wars Player Owned Property Theory

One of the things that we feel very strongly about for our game is the idea that players should be able to own property. That is one thing that I feel was done excellently by Sony Online for Star Wars Galaxies, and something which World of Warcraft seems to be lacking. To be fair, though, with WoW it makes sense that players would not be able to own property. Their world is designed very intricately, leaving very little room for variation. If players were to be able to own housing, it would cause major space issues within the world. Yes, there are a lot of open spaces in WoW that could be used for houses, but if everyone decided that they wanted to build something in those open spaces, it would get way crowded, way fast.

SWG, on the other hand, may have had TOO much open space. Sure, that leaves room for growth, and I realize that they had to create maps that supposedly would encompass an entire planet. Still, it seems that it placed even that much more emphasis on the urban capitals, such as Theed on Naboo or Coronet on Corellia. That’s where you’d find the vast majority of the players, in capital cities. So at which point you would venture out into the ‘wilderness’, you would be hard-pressed to find many other players, save player cities, which were done very well in my opinion. However, dealing with the issue of space is something we’ll be facing in our game. Do we limit space and limit player owned housing? Do we make massive maps so that anyone can have a house (or 2)? Do we compromise for somewhere in between where we have large spaces available for building, but once that runs out we say ‘tough luck’? To be honest, we haven’t worked out all the kinks of the property system. But I believe it’s safe to say that we will make enough space for players to build houses and cities.

We are also considering implementing renting and buying ‘real estate’ inside major cities. Think about the fact that in major cities, you usually have more than 60 percent of buildings being nothing but ‘filler’. They don’t serve any purpose but to give the appearance of a large city. There can be multiple sky scrapers, but unless they’re all built with interiors and serve some sort of purpose, for the most part they are just big boxes that are textured to look like a building. We are going to attempt to design each building so that it is enterable and functioning, at least in some manner. If it functions as an empty building waiting to be purchased or rented, so be it, but that will, hopefully, help solve the problem of space limitations. If we can have players that own, or rent certain floors or parts, of buildings, we may not have to create such massive maps to enable most everyone to own housing/real estate. To our knowledge, this is something relatively untouched in the MMO world.

Basically, we want to have players own their own property and have a more realistic way of filling our cities with functional buildings. As always, if you have questions or comments, we love feedback, so either email us at admin@rulingwars.net or me personally at cardinal@rulingwars.net. You can also post your feedback on the fourms. Thanks..

-Jalik

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The Ruling Wars Karma Theory

As characters perform “good deeds” in relation to all players, as opposed to individual Rules, their karma rating will increase, and when they do things that are typically considered “evil” or “bad”, they receive negative karma.

In this definition, “good things” will not be faction specific. In other words, helping someone in another Rule, or doing a quest for another Rule may give you good karma, and is not dependent on how your particular Rule's faction will be altered. Because of this, you could potentially do something that decreases your faction rating with your own Rule, but increases your karma score. Things that will give you good karma include include helping new players (would have to be given manually by moderators to avoid cheating), and particularly “good” quests (“Please Mr. Soldier, save my kitten/baby!”).

Bad karma will be much easier to get, and will be given out for playing killing (outside of duels/battlegrounds, especially for killing members of your own Rule, and in even greater quantities if you are not caught), and quests which will follow a criminal/evil theme. And example of this kind of quest would be an assassination/combat quest in which your target is innocent (especially if the player is made aware of this).

As a player's karma rating increases, they will be given bonuses to charisma-style stats, priests will receive bonuses in non-combat related abilities, neutral and good faction points will be given out faster, enemy territories will be easier to access, and quests requiring a “good reputation” will become available.

As a player's karma rating decreases, they will lose “good reputation” quest opportunities and it will be harder for them to enter enemy territories (and possibly some areas in their own Rule's control). They will also gain faction standing with “good” factions much slower, but they will gain faction standing will criminal factions faster, and will be able to move safely in “evil” areas. They will also be able to receive missions from evil factions in much the same way that good characters can receive missions that are “good reputation” specific. Evil priests will also have bonuses to damage related abilities.

The purpose of this system is twofold. Firstly, it helps non-PVP characters to easily distinguish safe characters from unsafe characters, and secondly, it expands the role-playing opportunities of players who wish to play evil characters by requiring them to actually do “evil”
things. This system will also be useful, as the Rules are not clearly defined as good and evil.

-Korin

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The Ruling Wars Guild System Theory

All online games have one thing in common: players. The question is: how do we unite players and create the sense of community? The answer to that question is a guild system. Most (if not all) MMO games have some sort of guild system so players can come together and form a permanent group. Ruling Wars will be no different, other than the fact that we hope to have a more expansive and somewhat dynamic guild system. In most MMOs, you have one type of guild. Players can join and create (usually for a fee) guilds and form a small community. For Ruling Wars, we are envisioning a system where players can create a guild from a list of numerous categories, for NO fee. For example, this list of categories would include standard guild, business, corporation, clan, alliance (upgrade from a previous type), the list goes on. Each category would then have sub-categories, such as military, trade, social, or a mix of all 3 of them.

We are developing this system for a number of reasons. In trying to make our game more realistic, we want to have a variety of ways for players to create their own types of communities. If someone wants to run their guild more like a business or corporation, so be it. If they want to have more of a loose organization, they would most likely be looking at a standard guild or clan. If guilds want to ally to share resources, intel, or just have a bigger community, they could form alliances. Secondly, we’re all gamers here, and we’ve played a variety of online games. We know what works for us and we know what we want to do differently. We basically want to expand upon current systems that work ad then in turn create something new that’s never been done.

We really only have one goal: fun. As much as we love trying to be innovative, we think that the idea of multiple guild types will be fun. We hope it will bring relief from the boring, one dimensional systems of other games (no offense to those other games ?).

Another part of the multiple guild types system will be player bonuses. Basically players that are part of specific types of guilds will get special in-game bonuses. Let’s say, for example, that a player is part of a trade guild. That player will get items at a discount from NPC vendors and will have a slightly better reputation with NPC trade guilds/companies. A player in a combat related guild would receive bonuses to his/her combat related stats.

Now let’s talk about residual stats. All this really means is that stat bonuses you receive while part of a guild may stick with you for a little while, should you decide to leave a guild. Because let’s try to be realistic. If you’re in a combat related guild, if you decide you’re going to leave, you won’t just ‘forget’ your combat skills. So we won’t penalize you by taking your stat bonuses away – at first. But, the longer you are not part of a combat related guild, you’re eventually going to lose all of your bonus stats. If you’re part of a trade guild, however, and you leave your guild, you will lose your NPC vendor discount and some trade guild reputation instantly. If you rejoin another trade guild, you will receive discounts back at half of what you previously had. Your discount rate will eventually return to what it once was, but it will not be immediate.

Again this system is being designed because we hope it will be fun. Yes it’s innovative, and yes it’ll be different, but we think it will be fun, otherwise we wouldn’t implement it.

-Jalik

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