Alianzas

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Ashes of Creation podrá tener contenido específico que gire entorno a las alianzas.[1]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[1]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[3][4]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[3][5][4]
  • A guild may only be a member of one alliance.[6]
  • There is no member cap in an alliance, only a maximum of four guilds.[4]
Will the largest guilds segment off into different chapters of their guild that are part of small guilds? Absolutely that will happen; and the way that we combat the efficacy of doing that always is through how we design our encounters and our events to incorporate the use-case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings. Will it always be most beneficial for larger guilds to do that? No, not always. It depends on what they're encountering, but you absolutely will see some guilds leveraging that for sure.[3]Steven Sharif
You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[7]Steven Sharif
  • Alliance members will share a common chat channel.[7][8]
  • Guilds may enter into trade agreements.[8]
We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[8]Steven Sharif
  • Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alianzas with other guilds will help enable that.[9]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[10]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[11]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[12]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[12]Steven Sharif

Node politics

No habrá mecánicas relacionadas con guerras civiles en los nodos, pero si que habrá margen para conflictos internos; como puedan ser socavar el liderazgo del actual gobierno o interrumpir las rutas comerciales.[13]

We want consequences to matter and if that person got elected then you need to work within the means of the mechanics to get them unelected.[14]Steven Sharif

Node leadership

Poderes de los líderes may refer to.

Guerra de nodos

El gobernante del nodo puede declarar la guerra a otro nodo e involucrar a los ciudadanos en la causa.[15]

  • Esto marca a los ciudadanos de los nodos en guerra, incluyendo a sus aliados, como combatientes.[16]
  • Un nodo vasallo no puede declarar la guerra a su nodo madre o a cualquiera de sus vasallos.[17]
  • Las guerras entre nodos se podrán declarar en cualquier momento, pero los objetivos solamente aparecerán durante el "prime.time del servidor".[18]
    • Los jugadores podrán matarse unos a otros en cualquier momento durante la guerra (no solo durante el prime-time del servidor).[18]
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[19]Steven Sharif

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[20][21]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[20]Steven Sharif

All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[21]Steven Sharif

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