Was trying to think of an easy way to implement realm invasion. What about something like:
To invade a realm you need to:
1) own all your own keeps/towers
2) own all of the defender's keeps/towers
3) own your own relics
4) own the defenders's relics
At this point the border keep guards of the defender stop being non-killable
The two border keeps and realm capital work like normal keeps but get a bonus +5 to their level. If claimed at level 10, they would be level 15. Also the BK's would need to be moved into NF (rather than being part of the zone wall) so they can be defended/attacked, the capital would need to have defences added ... probably only need to change the capital city zone (allow the castle to have a closable door).
5) Capture the defender's border keeps.
At this point you are allowed to zone into the defending realm (classic mainland zones + capital only) .
6) Enter the defenders capital and "knock-out" the king (or whatever is leader ... is it regent in Albion ? )
At this point the defending realm surrenders and you get the following bonuses:
- Using the new guild dues code, all the players in the defending realm must pay a percentage of their loot to the guilds which have claimed various keeps as a tribute:
7 keeps of the defending realm: 1.5% each ( 10.5% total )
28 towers of the defending realm: 0.25% each ( 7% total )
2 border keeps: 3% each ( 6% total)
1 realm capital: 6%
This gives a tax on the "vassal" of around 30%. Those guilds which helped in the attack would end up claiming the valuable keeps and the guild which lead the raid would probably get to claim the enemy capital. If the "resistance" can recapture one of their keeps, the tax will not have to be paid for that keep.
I was also thinking that it could apply to non quest drops too, if a vassal player does an arti raid, there would be a 30% chance the arti if it dropped would be claimed as tribute and given to one of the enemy guilds.
Also, maybe add a small tax to using the trade interface and housing CM system.
- anyone from your realm can enter the vassal realm and go to any zone ( including TOA etc )
- rvr is only permitted in NF and the old classic mainland zones + capital.
- as long as you hold both border keeps + the capital, you can teleport from your capital to the vassal's capital
- you can use bind stones in the vassal as long as your realm holds at least 1 border keep
- you still cannot talk to enemy players.
- a border keep can be captured by the 3rd realm after the defending realm has been defeated. This allows access to the vassal, but does not give dues. Also, realm guards (who are from the winning realm) will attack players from the 3rd realm when they are in the vassal's home zones.
- defenders can flag themselves as non-pvp and then they cannot be attacked by or attack enemies when in their home realm. This requires talking to a npc in the realm capital to switch it on and off and has a 30 min timer. You cannot heal/buff someone without the flag on if you have the flag on. This only applies to the classic mainland + capital as in the other home zones, rvr is always prevented.
- You cannot trade with enemy players
Freeing your realm requires that you recapture both your border keeps and your capital.
So if you become a vassal, you lose around 30% of the money from loot/drops and you will be put in competition with players from the enemy realm for drops in your instance of TOA.
You can still exp in safety by flagging as non-pvp (or going to one of the expansion zones), but enemy players also gain access to your zones. This means that it is harder to get camps.
It would be interesting to see if camp etiquette changes ... if you go somewhere to exp in your home zone and there is an enemy group exping there, do you go somewhere else (you can't actually attack each other due to the peace treaty)? Obviously (or presumably
), if they were realm mates you would, but they are the enemy.