Town hall

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市政廳節點內的政府建築[2]

我們希望市政廳是玩家為節點做重大決定的地方,是「統治階級」聚首一堂做決定的地方 (這些決定同時可以迅速讓他們成為「前統治階級」)。

市長節點政府可以透過市政廳構想和控制節點內的活動。這些功能同時可以在手機或網頁上使用。[3]

玩家可以透過節點告示板查閱市民列表。[4]

Node governments

Alpha-1 winner of Mayoral election.[5]

There are a number of different seats that can exist within a node, and carry different responsibilities.[6]Steven Sharif

Positions within a node's government are attained through seasonal titles that grant special powers and benefits within the node.[7][6][8][9]

There are other node-based positions. Most of them relate to social organizational structures like the temple and the social organization building that the node might construct. Those are ladder systems of achievement that players can work through on a seasonal basis to achieve the highest level of that for the particular node; and by doing so they will then have titles bestowed upon them, which grants certain types of powers and benefits.[7]Steven Sharif

領袖能力

Alpha-1 Empyrean city node information panel.[11]

The government has a lot of say in the direction of the node's development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[9]

Mayoral leadership powers are granted to mayors via the use of mandates.[12][3]

  • Declaring war on another node and rallying citizens to the cause.[18][2]
  • Mayors will have an emblem generation suite that allows them to create their node flag.[34]
There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[36]Chris Justo
  • Some decisions require the mayor to be present in the ZOI of the node. Most do not.[37]
  • If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[38][39]
Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[38]Steven Sharif
info-orange.png以下某些信息最近尚未得到開發人員的確認,可能不在當前的開發路線圖上。
  • Choosing a node name from a predetermined list.[40][41]
  • 行會 do not control nodes.[42][43]
    • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[9]
    • Only a certain number of guilds may participate in these roles.[9]
    • Separate guild roles are reserved for small, medium and large guilds.[9]

節點戰爭

Node governments may declare war on another node and rally citizens to the cause.[2]

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.[46]Steven Sharif

Battle maps

info-orange.png以下某些信息最近尚未得到開發人員的確認,可能不在當前的開發路線圖上。

Battle maps allow players to strategize, gain bonuses on planned attacks, and see the blueprints of attackable points. Whether attacking a node or castle, players will be able to discern defenses, analyze possible weak points and gain tactical advantages before the battle begins.[47]

  • Battle maps might not fit into lower level or smaller sized taverns.
  • Battle maps are not currently on the official roadmap for launch.[48]

Usage

Battle maps offer an interactive command map instead of the standard 世界地圖. The system would be accessed through 市政廳 or battle planning center. Battle maps work similar to a Risk board, with the node siege map laid out with moveable pieces that would represent defenses. Moving pieces would create buff zones that would give active siege players access to special items or perks. The map does not show the currently active battle: pieces will have to be moved before the battle commences. The idea is to make sieges more strategic and avoid simple zerg tactics.[48]

Node politics

There won't be a civil war mechanic within nodes but there will be scope for internal political conflicts; such as undermining the current leadership and disrupting trade.[49]

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.[50]Steven Sharif

視覺效果

其他

引用

  1. Blog: Creative Director's Letter
  2. 2.0 2.1 2.2 2.3 2.4 City hall.
  3. 3.0 3.1 3.2 直播, 2017-11-17 (9:49).
  4. 4.0 4.1 直播, 2020-10-30 (1:01:00).
  5. 直播, 2020-03-28 (1:02:46).
  6. 6.0 6.1 Steven Quote2.png
  7. 7.0 7.1 7.2 7.3 直播, 2023-09-29 (1:07:01).
  8. 8.0 8.1 8.2 8.3 直播, 2019-07-26 (1:20:48).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 MMOGames interview, January 2017
  10. 10.0 10.1 直播, 2020-07-25 (1:52:45).
  11. 直播, 2018-12-12 (14:48).
  12. 12.0 12.1 12.2 12.3 直播, 2023-08-31 (31:44).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Blog: Development Update with Village Node.
  14. 直播, 2023-08-31 (59:43).
  15. 15.0 15.1 訪談, 2020-07-08 (1:04:05).
  16. 16.0 16.1 直播, 2017-06-30 (53:57).
  17. 直播, 2023-08-31 (39:17).
  18. 18.0 18.1 18.2 18.3 直播, 2022-04-29 (27:42).
  19. 直播, 2020-03-28 (1:03:38).
  20. steven-tavern-games-1.png
  21. steven-tavern-games-2.png
  22. Tax spending.png
  23. 直播, 2020-07-25 (1:22:40).
  24. 直播, 2018-01-18 (37:05).
  25. siege equipment.png
  26. 直播, 2020-06-26 (59:11).
  27. 27.0 27.1 27.2 直播, 2023-08-31 (35:23).
  28. 28.0 28.1 28.2 直播, 2023-08-31 (44:21).
  29. 直播, 2022-08-26 (1:12:40).
  30. 直播, 2023-08-31 (29:04).
  31. 直播, 2023-08-31 (30:41).
  32. assassination.jpg
  33. 直播, 2021-12-23 (1:30:34).
  34. 直播, 2023-08-31 (41:15).
  35. 35.0 35.1 Blog - Know Your Nodes - The Basics.
  36. 36.0 36.1 直播, 2023-08-31 (28:30).
  37. Steven Quote 3.png
  38. 38.0 38.1 影片, 2023-09-29 (1:52).
  39. 直播, 2023-08-31 (29:33).
  40. node naming.png
  41. 直播, 2017-05-19 (36:05).
  42. 直播, 2017-05-19 (36:09).
  43. steven guild leader mayor.JPG
  44. 44.0 44.1 訪談, 2020-07-19 (24:34).
  45. 45.0 45.1 steven-wars-prime-time.png
  46. 影片, 2018-04-05 (41:48).
  47. The mighty beard!
  48. 48.0 48.1 直播, 2017-10-31 (33:28).
  49. 直播, 2017-05-24 (40:50).
  50. 50.0 50.1 直播, 2019-06-28 (1:26:14).