Make red cities more useful.

soulpcbr

New member
Dec 20, 2023
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One of the main problems in red cities today is that it is impossible to have good trade as it is very dangerous to enter to sell and also to buy. Currently the inhabitants of red cities are naked people and caravans that appear occasionally. I don't know if it's the goal for them to continue like this, but if not, please pay attention to the suggestion!

- Place guards in red city - Different from the blue cities, the guards from the red city, as well as those from the blue city, will allow everyone to enter, but their only difference will be that they must attack anyone who enters into combat. Fighting will only be allowed by them outside the city. The outside must remain without guard towers and without any protection.

- City Control - Allow the red city to be controlled by guilds. The guild that owns the city will receive a 2% fee from each broker transaction or each purchase from any NPC seller.

- Domain Structures - There will be 1000m to the north, south, east and west a structure with 10000 health with the guild's banner that should only be vulnerable in an interval of 6 hours per day chosen by the dominant guild that should be defended. This structure only receives blunt damage.

- Long Battles - A structure damaged in one day can only be repaired after 48 hours, this will mean that disputes over dominance of the city will sometimes last for more than 2 days.

- Protection of Guild Banners - City owners can place guards to protect dominion structures. These guards will attack anyone not from the guild or alliance when they approach the banner. These players will be marked as hostile to the banner.

- Method of democratizing the attacking zerg - Every 15 seconds the guild banner will update the hostility level and this hostility level will bless the banner and the guards. Each hostile player will give an additional 5% health and 5% defense to the guards and structure. In other words, if there are 5 hostile players, the structure and guards will have 25% more health and 25% more defense.

- Method of democratizing defense zerg - Guild and alliance players will be marked as allies and the presence of each of them will remove 5% defense and 5% health from guards and the structure.

- Domain rotation method - To ensure that there is a domain rotation for each day of dominance, structures and guards will accumulate a 1% defense and maximum health debuff and in 7 days there will be a 7% debuff.

- A second option for the period of vulnerability - The period must cover 3 hours of the day and must be automatic, changing every day by an additional hour, for example: Vulnerable starts at 1pm, the next day it will be 2pm and the next day it will be 3pm and so on.

- A second opinion on dominated cities - This dominance suggestion can be applied not only to red cities but also to blue cities. Only the 2 capitals must remain outside the guilds' domain.