Thread: Factions

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  1. #1 Factions 
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    This is a very basic idea which I have not developed deeply. But I do think that the concept would be a bit innovating and I think would be possible to implement.

    Starting off
    You are presented the choice between factions. Are you an Elf, a Goblin, a Gnome, a Dwarf or a human? Based on the choice you make, you start in a seperate zone, you have an affiliation with a faction. I am not sure whether or not swapping the character model would work with weapons and animations, but perhaps the difference could be less apparent, perhaps by giving the player a title, a different skin color or hair cut.

    Goblins
    You start in the Goblin Village or the Goblin Mine.

    Elves
    You start in Tirannwn. Might want to make some change to the traps, so that "natives" can easily cross the traps there.

    Gnomes
    Start in the Tree Gnome Village.

    Humans
    Start in Lumridge.

    Dwarves
    Start in Keldagrim.

    War
    In each starting zone, there will be a chest, which can only be lootable by another faction. For each days a factions chest is unlooted, the loot gets better. Wars happen at scheduled times. It would be a possibility to be able to make the environment change during the attack and restrict the attackers access based on progress, which can be made by using skills. For example, the defenders could place barricades - which could be broked down with woodcutting & firemaking, the walls of some places could be mined (this might be a bit difficult, but if there are models for crumbling walls, it should be possible). Player death could either result in points, attackers gaining progress or regular wilderness death.

    Trading
    Regular trading should only be made within a faction. However, faction-exclusives (if any) should be obtainable through war (but very rare).

    Conquering
    There should be neutral zones which have the possibility to be conquered. This could be implemented through war events but against NPCs instead of players, whereas a zone conquered will have to be defended by the players, and when conquered turns neutral, and then has to be conquered again.

    Faction upgrades & Abilites

    Quote Originally Posted by SilverNova View Post
    Faction Abilities
    Each faction have unique strengths and weaknessses that are described below. These are just a few examples. Could also do it for gods like Zamorak VS Saradomin or even include e.g. Zaros, Armadyls, etc. Feel free to copy+paste and expand
    Factions Strengths Weaknesses
    Humans Can Use All Styles % Weaker In All Styles
    Dwarves Specialize in Mining/Smithing (Obtain x2 ores/bars from Mining/Smelting, Coal requirement is 1/2)
    Strike Twice When Using Warhammers
    Slower when Walking/Running
    Gnomes Specialize in Mass Combat
    Ability to Use Mounts (Tortoise, Terrorbirds, etc)
    % Weaker in Smaller Encounters
    Elves Specialize in Ranged Combat (Extra DMG/Range) & Assassination (Daggers/Defenders)
    Automatically have Ava's
    % Decreased Defence
    Undead Restore % of Damage Dealt and % of Target Health on Kill Have % Less Health.
    Prayer drains twice as quickly

    Faction Upgrades
    All factions start at level 0. Factions can level up after a certain amount of items is donated. With each level, a part of the faction is unlocked. For example, Humans that start at Misthalin would have their home set to Lumbridge. In order to reach level 1, a total amount of 1,000 logs, tin, copper, coal and 1,000,000 gold has to be donated. Once that total amount has been donated, Draynor is unlocked. Then Varrock, then Falador, etc. This amount accounts for all players. So if a player donates 100 and another donates 200 then it equals to 300.
    Quote Originally Posted by Sarkastisk View Post
    Yeah I absolutely love this idea as well. I think it would be reasonable that what is donated to the faction could somehow be stolen from rivaling factions as well (but they get 1% of 10% of the items, or some percentage of the value of the items), to create some sort of economy and prevent the factions from "finishing". Not sure about the idea of limiting areas though, but maybe upgrading the areas. For example if 1000 fish was donated, perhaps a fish stall is opened, and if donating 1000 planks you get access to a bank that is a bit more convenient, and so on.





    Other faction ideas

    Quote Originally Posted by SilverNova View Post
    You don't necessarily have to have those specific factions. You could have the casual OSRS models and have factions like Saradomin, Zamorak, Neutrals and Guthix. Saradomin in Falador, Guthix in Lumbridge, Neutrals in Varrock and Zamorak in Wilderness.

    EDIT: Example on a small scale. Would probably have to make green/white areas smaller and add more "nodes/outposts" that can be captured, like the black squares.
    Asked questions & answers

    Quote Originally Posted by Fire Cape View Post
    What happens if one faction becomes entirely dominant and then murders all the new players ?
    Quote Originally Posted by SilverNova View Post
    When a faction is more dominant than others, they gain less damage. This is very popular in e.g. AlbionOnline. If a guild of 200 players is in an area, they gain 85% damage reduction.
    Quote Originally Posted by Fire Cape View Post
    Oh I see. I'm still not really sure how it would be good in practice. I'm thinking about it a bit more and it might have potential as a minigame of sorts? There's all kinds of questions like

    (1) Should we limit early intrusions or should people be allowed to start attacking immediately? On the one hand there might be more to a game that has a longer duration, on the other hand it could be interesting to see how quickly people start attacking. If you attack too prematurely you might die, or if you delay too much you might also die.

    (2) Should players be able to respawn (if so, how can you really conquer an area if they keep spawning).

    (3) The environmental mechanics are interesting, on the whole they're really quite weak in the existing game. I considered a while back the possibility of using the snow texture and snow flake packet and implementing some sort of ice mechanism for reduced agility in some icy areas of the game. I think later versions did experiment with this concept a little (I remember a Christmas event may have had some kind of ice path?).

    (4) It would definitely be cooler to have NPC based factions. Being a goblin and fighting a dwarf would be fun.
    Quote Originally Posted by SilverNova View Post
    It would kind of be like a server based around the minigame. Not sure if you saw/read my earlier post, but there were actually a few servers that managed to do this and popped off big time. See the spoiler for examples
    Spoiler for Minigame Servers:

    RuneZ ~ V1 Peaked at 500 Players and V2 at 200


    Hunger Games ~ Original by Peeta Peaked at 600 Players.

    When it comes to answers to your questions, it really depends on how the founder/developers would want to do it. Personally, I would....
    1: Allowed. Outposts would have high level guards so taking over one wouldn't be easy
    2: Yes, but everyone has a "capital city" where they respawn
    3: Your imagination is the limit. I would make each outpost give certain bonuses to the players of that faction. E.g. they each generate 5,000 gold/day or resources, etc.
    4: Cooler, but harder to accomplish.


    I obviously haven't delved very deep into it, I did think about actually making this server myself, but I have recently started a company and will likely not have a lot of time at my hands anytime soon, so if anybody wants to make it, I thought I'd share the idea. I can likely also write a bit of code for this if somebody decides to adapt the idea.

    If somebody wants to keep evolving the idea, I will update this post with further details.
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    There have already been ideas like this that were developed. However, there are some significant issues with an idea like this, such as;
    1. Players Split Into Factions
      • In order to have some territorial battles and objectives, it requires that the player base is split into various areas of the game. E.g. Elves start in Tirannwwn, Humans start in Lumbridge, Undead start in Wilderness, etc. So if you were to have 20 players, you will have 4-5 players in each section and that is if we assume that players divide themselves equally which obviously wouldn't be the case. Of course, you could combat this by having smaller areas and only two factions for starters such as e.g. Humans in Varrock & Lumbridge vs. Undead/Necromancers/Werewolves, etc. But even then you would need to have a quite large player base in order to make the game appealing. It isn't fun to play as one class, when the other class has twice as many players participating. The issue here isn't even about balancing, but just the entertainment of the game. More players leads to more interaction leads to more fun leads to longer and healthier economies and servers.
    2. Less Profitable
      • To create a game that revolves around faction gameplay requires a lot of coding, and a large amount of team. While this isn't necessarily something impossible to accomplish, the question at hand is why would it be done. As already covered by Kris in this post, players tend to enjoy content that is similar to Oldschool Runescape. That is why a lot of servers like Zaros, BitRune, Zenyte, Atlas and many more aren't trying to create something new and innovative. Why would you take a riskier road that requires a bigger team when you can take a safer road with a smaller team which eventually will lead to more profit? While there are a few people that have attempted to create "unique" servers, such as @Jeekusama and @lumplum, they tend to lead to failure. The only RSPS that I have personally seen that stood out in the 317 section was the Runescape Hunger Games - “May the odds be ever in your favor!”

    This is just two examples of why it isn't worth pursuing such an idea. However, here are also some ideas to add to your post in case someone actually does decide to pursue this, as I would love to see this become a reality.

    Faction Abilities
    Each faction have unique strengths and weaknessses that are described below. These are just a few examples. Could also do it for gods like Zamorak VS Saradomin or even include e.g. Zaros, Armadyls, etc. Feel free to copy+paste and expand
    Factions Strengths Weaknesses
    Humans Can Use All Styles % Weaker In All Styles
    Dwarves Specialize in Mining/Smithing (Obtain x2 ores/bars from Mining/Smelting, Coal requirement is 1/2)
    Strike Twice When Using Warhammers
    Slower when Walking/Running
    Gnomes Specialize in Mass Combat
    Ability to Use Mounts (Tortoise, Terrorbirds, etc)
    % Weaker in Smaller Encounters
    Elves Specialize in Ranged Combat (Extra DMG/Range) & Assassination (Daggers/Defenders)
    Automatically have Ava's
    % Decreased Defence
    Undead Restore % of Damage Dealt and % of Target Health on Kill Have % Less Health.
    Prayer drains twice as quickly

    Faction Upgrades
    All factions start at level 0. Factions can level up after a certain amount of items is donated. With each level, a part of the faction is unlocked. For example, Humans that start at Misthalin would have their home set to Lumbridge. In order to reach level 1, a total amount of 1,000 logs, tin, copper, coal and 1,000,000 gold has to be donated. Once that total amount has been donated, Draynor is unlocked. Then Varrock, then Falador, etc. This amount accounts for all players. So if a player donates 100 and another donates 200 then it equals to 300.
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  3. #3  
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    Very interesting....
    One thing I foresee being a big issue if anyone were to put this into place was rigging of all the armor/weapons to support the different character models since right now only two are created (male and female)
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    Yeah you'd definitely need to adjust the character models because just playing as a man or woman while being called a goblin would be absurd, I mean you might pull off a dwarf by adjusting the height of the models so they look tiny but the rest would be weird. I think you should also make the dwarf canon into an item capable of shooting dwarves like some kind of chuck a dwarf competition that'd be sick.

    In theory it's not a terrible idea, I think there would be a lot of original work required. I'm not sure if it would be any good though because I think a large appeal of rs is the open-world do whatever you like, having a singular purpose (or faction) kind of undermines that appeal. Idk man I'd need to see a proof of concept because picturing it rn doesn't sound that great.

    What happens if one faction becomes entirely dominant and then murders all the new players ?
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  5. #5  

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    Quote Originally Posted by Fire Cape View Post
    Yeah you'd definitely need to adjust the character models because just playing as a man or woman while being called a goblin would be absurd, I mean you might pull off a dwarf by adjusting the height of the models so they look tiny but the rest would be weird. I think you should also make the dwarf canon into an item capable of shooting dwarves like some kind of chuck a dwarf competition that'd be sick.

    In theory it's not a terrible idea, I think there would be a lot of original work required. I'm not sure if it would be any good though because I think a large appeal of rs is the open-world do whatever you like, having a singular purpose (or faction) kind of undermines that appeal. Idk man I'd need to see a proof of concept because picturing it rn doesn't sound that great.

    What happens if one faction becomes entirely dominant and then murders all the new players ?
    You don't necessarily have to have those specific factions. You could have the casual OSRS models and have factions like Saradomin, Zamorak, Neutrals and Guthix. Saradomin in Falador, Guthix in Lumbridge, Neutrals in Varrock and Zamorak in Wilderness.
    When a faction is more dominant than others, they gain less damage. This is very popular in e.g. AlbionOnline. If a guild of 200 players is in an area, they gain 85% damage reduction.

    EDIT: Example on a small scale. Would probably have to make green/white areas smaller and add more "nodes/outposts" that can be captured, like the black squares.
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  6. #6  
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    Quote Originally Posted by SilverNova View Post
    You don't necessarily have to have those specific factions. You could have the casual OSRS models and have factions like Saradomin, Zamorak, Neutrals and Guthix. Saradomin in Falador, Guthix in Lumbridge, Neutrals in Varrock and Zamorak in Wilderness.
    When a faction is more dominant than others, they gain less damage. This is very popular in e.g. AlbionOnline. If a guild of 200 players is in an area, they gain 85% damage reduction.

    EDIT: Example on a small scale. Would probably have to make green/white areas smaller and add more "nodes/outposts" that can be captured, like the black squares.
    Oh I see. I'm still not really sure how it would be good in practice. I'm thinking about it a bit more and it might have potential as a minigame of sorts? There's all kinds of questions like

    (1) Should we limit early intrusions or should people be allowed to start attacking immediately? On the one hand there might be more to a game that has a longer duration, on the other hand it could be interesting to see how quickly people start attacking. If you attack too prematurely you might die, or if you delay too much you might also die.

    (2) Should players be able to respawn (if so, how can you really conquer an area if they keep spawning).

    (3) The environmental mechanics are interesting, on the whole they're really quite weak in the existing game. I considered a while back the possibility of using the snow texture and snow flake packet and implementing some sort of ice mechanism for reduced agility in some icy areas of the game. I think later versions did experiment with this concept a little (I remember a Christmas event may have had some kind of ice path?).

    (4) It would definitely be cooler to have NPC based factions. Being a goblin and fighting a dwarf would be fun.
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  7. #7  

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    Quote Originally Posted by Fire Cape View Post
    Oh I see. I'm still not really sure how it would be good in practice. I'm thinking about it a bit more and it might have potential as a minigame of sorts? There's all kinds of questions like

    (1) Should we limit early intrusions or should people be allowed to start attacking immediately? On the one hand there might be more to a game that has a longer duration, on the other hand it could be interesting to see how quickly people start attacking. If you attack too prematurely you might die, or if you delay too much you might also die.

    (2) Should players be able to respawn (if so, how can you really conquer an area if they keep spawning).

    (3) The environmental mechanics are interesting, on the whole they're really quite weak in the existing game. I considered a while back the possibility of using the snow texture and snow flake packet and implementing some sort of ice mechanism for reduced agility in some icy areas of the game. I think later versions did experiment with this concept a little (I remember a Christmas event may have had some kind of ice path?).

    (4) It would definitely be cooler to have NPC based factions. Being a goblin and fighting a dwarf would be fun.
    It would kind of be like a server based around the minigame. Not sure if you saw/read my earlier post, but there were actually a few servers that managed to do this and popped off big time. See the spoiler for examples
    Spoiler for Minigame Servers:

    RuneZ ~ V1 Peaked at 500 Players and V2 at 200


    Hunger Games ~ Original by Peeta Peaked at 600 Players.

    When it comes to answers to your questions, it really depends on how the founder/developers would want to do it. Personally, I would....
    1: Allowed. Outposts would have high level guards so taking over one wouldn't be easy
    2: Yes, but everyone has a "capital city" where they respawn
    3: Your imagination is the limit. I would make each outpost give certain bonuses to the players of that faction. E.g. they each generate 5,000 gold/day or resources, etc.
    4: Cooler, but harder to accomplish.
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  8. #8  
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    Quote Originally Posted by Fire Cape View Post
    Oh I see. I'm still not really sure how it would be good in practice. I'm thinking about it a bit more and it might have potential as a minigame of sorts? There's all kinds of questions like

    (1) Should we limit early intrusions or should people be allowed to start attacking immediately? On the one hand there might be more to a game that has a longer duration, on the other hand it could be interesting to see how quickly people start attacking. If you attack too prematurely you might die, or if you delay too much you might also die.

    (2) Should players be able to respawn (if so, how can you really conquer an area if they keep spawning).

    (3) The environmental mechanics are interesting, on the whole they're really quite weak in the existing game. I considered a while back the possibility of using the snow texture and snow flake packet and implementing some sort of ice mechanism for reduced agility in some icy areas of the game. I think later versions did experiment with this concept a little (I remember a Christmas event may have had some kind of ice path?).

    (4) It would definitely be cooler to have NPC based factions. Being a goblin and fighting a dwarf would be fun.
    1) My vision was probably a bit more like the wars being instanced, and once you die, you leave the war-area, if they were timed events. Another possibility would be to leave NPC and then alert every player belonging to that faction when there is an attack, and it would also be cool to locate by how many players and which faction is attacking. You could probably use some clustering algorithm for this, so that people know if it's a seriouis threat. Could also be some percentage of how far in the attacker has come. More like how it works (worked?) in World of Warcraft, where you could attack the king of a city (which we also could have!) but with alerts that the king is being attacked and the percentage he is at.

    2) Yeah sure, but you'd probably restrict teleports to close arenas so that you cannot get an advantage by teleporting to a city frequently.

    3) Yeah, there is already barricades from castle wars which could probably be used, there should be some model of walls as well. Not sure how hard it would be to gather.

    4) I do agree with this, but I do also see the problem. Perhaps you can programmatically scale the sprites of the weapons & armor to make them wearable by different npcs. Not sure about the animations, I think it could be hard to get a goblin to do agility.

    Quote Originally Posted by SilverNova View Post
    There have already been ideas like this that were developed. However, there are some significant issues with an idea like this, such as;
    1. Players Split Into Factions
      • In order to have some territorial battles and objectives, it requires that the player base is split into various areas of the game. E.g. Elves start in Tirannwwn, Humans start in Lumbridge, Undead start in Wilderness, etc. So if you were to have 20 players, you will have 4-5 players in each section and that is if we assume that players divide themselves equally which obviously wouldn't be the case. Of course, you could combat this by having smaller areas and only two factions for starters such as e.g. Humans in Varrock & Lumbridge vs. Undead/Necromancers/Werewolves, etc. But even then you would need to have a quite large player base in order to make the game appealing. It isn't fun to play as one class, when the other class has twice as many players participating. The issue here isn't even about balancing, but just the entertainment of the game. More players leads to more interaction leads to more fun leads to longer and healthier economies and servers.
    2. Less Profitable
      • To create a game that revolves around faction gameplay requires a lot of coding, and a large amount of team. While this isn't necessarily something impossible to accomplish, the question at hand is why would it be done. As already covered by Kris in this post, players tend to enjoy content that is similar to Oldschool Runescape. That is why a lot of servers like Zaros, BitRune, Zenyte, Atlas and many more aren't trying to create something new and innovative. Why would you take a riskier road that requires a bigger team when you can take a safer road with a smaller team which eventually will lead to more profit? While there are a few people that have attempted to create "unique" servers, such as @Jeekusama and @lumplum, they tend to lead to failure. The only RSPS that I have personally seen that stood out in the 317 section was the Runescape Hunger Games - “May the odds be ever in your favor!”

    This is just two examples of why it isn't worth pursuing such an idea. However, here are also some ideas to add to your post in case someone actually does decide to pursue this, as I would love to see this become a reality.

    Faction Abilities
    Each faction have unique strengths and weaknessses that are described below. These are just a few examples. Could also do it for gods like Zamorak VS Saradomin or even include e.g. Zaros, Armadyls, etc. Feel free to copy+paste and expand
    Factions Strengths Weaknesses
    Humans Can Use All Styles % Weaker In All Styles
    Dwarves Specialize in Mining/Smithing (Obtain x2 ores/bars from Mining/Smelting, Coal requirement is 1/2)
    Strike Twice When Using Warhammers
    Slower when Walking/Running
    Gnomes Specialize in Mass Combat
    Ability to Use Mounts (Tortoise, Terrorbirds, etc)
    % Weaker in Smaller Encounters
    Elves Specialize in Ranged Combat (Extra DMG/Range) & Assassination (Daggers/Defenders)
    Automatically have Ava's
    % Decreased Defence
    Undead Restore % of Damage Dealt and % of Target Health on Kill Have % Less Health.
    Prayer drains twice as quickly

    Faction Upgrades
    All factions start at level 0. Factions can level up after a certain amount of items is donated. With each level, a part of the faction is unlocked. For example, Humans that start at Misthalin would have their home set to Lumbridge. In order to reach level 1, a total amount of 1,000 logs, tin, copper, coal and 1,000,000 gold has to be donated. Once that total amount has been donated, Draynor is unlocked. Then Varrock, then Falador, etc. This amount accounts for all players. So if a player donates 100 and another donates 200 then it equals to 300.
    Yeah I absolutely love this idea as well. I think it would be reasonable that what is donated to the faction could somehow be stolen from rivaling factions as well (but they get 1% of 10% of the items, or some percentage of the value of the items), to create some sort of economy and prevent the factions from "finishing". Not sure about the idea of limiting areas though, but maybe upgrading the areas. For example if 1000 fish was donated, perhaps a fish stall is opened, and if donating 1000 planks you get access to a bank that is a bit more convenient, and so on.
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    For these skeleton is the only 1 requiring custom models (in ur case theres more): https://www.rune-server.ee/runescape...tom-races.html
    (all work fine with old anims)
    ...
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    Quote Originally Posted by mige5 View Post
    For these skeleton is the only 1 requiring custom models (in ur case theres more): https://www.rune-server.ee/runescape...tom-races.html
    (all work fine with old anims)
    That's actually really nice to know. I suppose one work-around would be to have Goblins as humans with green skin, but it would be cooler to be able to use the actual models.
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