1. Towns are walled with a number of npc guards at the gate, so that members of certain kingdoms can live and work in relative safety. There can be different levels of town that can be built with matching levels of nps guards that the owner can control(place in certain location on sentry, or follow a target, set to either warn or engage enemy on sight, setting to identify enemy vs friendly vs neutral). There could be 2 main kingdoms setup with smaller barons and knights that align themselves. once the king is killed, ownership to his kingdom is transferred by the rival king/baron/knight who was responsible, to another player, but not to another town owner.
2. adventure quests to search for rare and hidden items? Mushrooms that add health? Gold?
3. Arena to train without risk of losing life, gain attributes like speed, endurance, strength, stealth?
4. Armor, and weapons
5. Bufflao Knights, sheep, herding livestock that can be stolen, driven. Grasslands that need replenishing.
Please add your ideas too...
A Few AMAZING Ideas...
Ok a few more/expanding...
6. every player has a little NPC like their son. During the current player's lifetime they cant level themselves up, only their little mini-me. So if you mess around and forget to level up you kid before running off to war, your next life is going to be much harder. Also With kings, To take their kingdom a rival must first kill the mini-me, then the King. If the king is killed first it will automatically pass to the mini-me.
7. The economy will center around building armor, weapons, food, and livestock, so training your son as a rancher, Farmer, craftsman, warrior will require some planning. changing pathways shouldnt be too hard, but a bonus should go towards staying within your generational line of work. But this shouldn't exclude a farmer from picking up some armor and fighting for his kingdom, just increases his chances that he might not be coming back.
8. digging and water manipulation: for trenches, irrigation, borders.
9. some type of individual cloaking system so robin hoods can exist. maybe invisibility for 10- 15 seconds.
10. projectiles? arrows? greek fire?
6. every player has a little NPC like their son. During the current player's lifetime they cant level themselves up, only their little mini-me. So if you mess around and forget to level up you kid before running off to war, your next life is going to be much harder. Also With kings, To take their kingdom a rival must first kill the mini-me, then the King. If the king is killed first it will automatically pass to the mini-me.
7. The economy will center around building armor, weapons, food, and livestock, so training your son as a rancher, Farmer, craftsman, warrior will require some planning. changing pathways shouldnt be too hard, but a bonus should go towards staying within your generational line of work. But this shouldn't exclude a farmer from picking up some armor and fighting for his kingdom, just increases his chances that he might not be coming back.
8. digging and water manipulation: for trenches, irrigation, borders.
9. some type of individual cloaking system so robin hoods can exist. maybe invisibility for 10- 15 seconds.
10. projectiles? arrows? greek fire?
If an NPC guard is killed a new one will be replacing him in 12 years game time. In the mean time the king will be paying mercenaries. If someone kills your kid and then you, you start from the beginning and your building go to the ruler whose lands they are on, hopefully they will return them to you.
Every new son will need a slightly new name, so reputation will be earned.
New players will have an easy time getting into crafting stuff and farming and once they get funds rolling they can move into the more political roles of the game, where as the old players who were reckless and defeated will have to work from the bottom up, hopefully with a new name and reputation.
A thriving economy will be a team effort by a kingdom and it outer towns, Farmers will need just as much repect and protection as the king and warriors if an optimal kingdom is to be produced.
NOW the End goal of all this.....Players are take control and join one of 2-3 kingdoms on the world of scarce resources. The kingdom must advance and remain stable by defending itself and maintaining a balanced economy. Only when the Kingdom is in the hands of the true hereditary line of Kings will progress continue on the great wonder. Yes a Giant pyramid. If the kingdom is lost progress is stopped and over time may even decay. All kingdoms want to be the first to complete this great project. When the pyramid is complete after 1500 game years of stability on the throne, Our guiding Monkey aliens shall arrive and take us to chapter 4, where the members of the winning Kingdom will have a slight evolutionary edge.
Every new son will need a slightly new name, so reputation will be earned.
New players will have an easy time getting into crafting stuff and farming and once they get funds rolling they can move into the more political roles of the game, where as the old players who were reckless and defeated will have to work from the bottom up, hopefully with a new name and reputation.
A thriving economy will be a team effort by a kingdom and it outer towns, Farmers will need just as much repect and protection as the king and warriors if an optimal kingdom is to be produced.
NOW the End goal of all this.....Players are take control and join one of 2-3 kingdoms on the world of scarce resources. The kingdom must advance and remain stable by defending itself and maintaining a balanced economy. Only when the Kingdom is in the hands of the true hereditary line of Kings will progress continue on the great wonder. Yes a Giant pyramid. If the kingdom is lost progress is stopped and over time may even decay. All kingdoms want to be the first to complete this great project. When the pyramid is complete after 1500 game years of stability on the throne, Our guiding Monkey aliens shall arrive and take us to chapter 4, where the members of the winning Kingdom will have a slight evolutionary edge.