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Difference between revisions of "Q&A (RPCSS)"

From Sanctuary Shard

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;So will I be able to recruit NPCs to fight another's NPCs?
 
;So will I be able to recruit NPCs to fight another's NPCs?
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:A player will be able to form a [[Noble Houses|Noble House]].  Each Noble House will have both a guild stone in UO as well as a team of players in the web-based RPCSS.  Orders to your house armies are given in RPCSS, but the armies show up in game as mobs.  You can direct your armies to engage other house armies.  RPCSS, using "board game" logic will determine who the winner is of each encounter.  Controlling an area (a map hex) will give the noble house (aka guild leader) certain powers over that area.
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;Does each "House" Have a unique set of NPC's they can recruit.
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:When we go live, everyone will have access to the same set of "basic humanoid infantry and knights".  However, we have a number of plans for later release that will let you "skin" the mobs with other UO Graphics, as well as "dress up" your guards with custom livery.  Please note that we are talking about '''appearance''', not game mechanics.  All armies have equal game mechanics, it is the guild leaders tactics and allies that will win or loose encounters.
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;What resources will I need to build an army, and with those resources can I effectively have a larger army.
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:Noble Houses can have a ranking of 1 to 10.  Gaining rank is a function of gold and land.  As you gain more land, you get more taxes, as you get more taxes you can upgrade your level and recruit a larger army.  We hope to implement other types of in game resources, such as food, ore and artifacts that will allow you to "buff" up your forces in one way or another.  Details not available until we see some in game play.

Revision as of 21:20, 16 July 2019


So will I be able to recruit NPCs to fight another's NPCs?
A player will be able to form a Noble House. Each Noble House will have both a guild stone in UO as well as a team of players in the web-based RPCSS. Orders to your house armies are given in RPCSS, but the armies show up in game as mobs. You can direct your armies to engage other house armies. RPCSS, using "board game" logic will determine who the winner is of each encounter. Controlling an area (a map hex) will give the noble house (aka guild leader) certain powers over that area.
Does each "House" Have a unique set of NPC's they can recruit.
When we go live, everyone will have access to the same set of "basic humanoid infantry and knights". However, we have a number of plans for later release that will let you "skin" the mobs with other UO Graphics, as well as "dress up" your guards with custom livery. Please note that we are talking about appearance, not game mechanics. All armies have equal game mechanics, it is the guild leaders tactics and allies that will win or loose encounters.
What resources will I need to build an army, and with those resources can I effectively have a larger army.
Noble Houses can have a ranking of 1 to 10. Gaining rank is a function of gold and land. As you gain more land, you get more taxes, as you get more taxes you can upgrade your level and recruit a larger army. We hope to implement other types of in game resources, such as food, ore and artifacts that will allow you to "buff" up your forces in one way or another. Details not available until we see some in game play.
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