What is Conflict? **(Sorry for the extremely long post. forums dont have a spoiler feature apparently.. else id have just spoilered it all out)
I envision Conflict as an event that players will WANT to participate in, versus NEED to participate in. I want to tie conflict directly into the storyline by utilizing the binding coil of Bahamut, the players will trigger the events that begin the conflict in their exploration of the coil. This event will give players the level of immersion they desire from an event, and serve as the story mechanic that motivates your character to participate in the conflict. This event would function slightly similar to besieged from FFXI, or the final days of FFXIV 1 during the city invasions. Conflict is an open world event that would combine the elements of fates, and the mechanics of leves into one system, and create an event that virtually every role could participate in, and would be a continuous event.
Five new zones would be created, each of which would be exceedingly large, roughly the size of Coerthas from 1.0, due to the nature of this event.
Conflict is the name I want to give to this event, but I’m sure someone with a higher naming skill than me could find a good one. The event details are gone over in depth in the Below portions of this post. Everything from role mechanics, to event flow, to tiny details can be found below. If it’s not in there yet, it will be eventually. Conflict will be a three way battle between a grand company, the beastman nation associated with the zone, and the Garelean empire. All three of these factions are against each other, and will attack each other in an attempt to remove the other from power. This event would have no cap, no lockout, and would be extremely rewarding and fun.
For those of you who have played other mmo’s like WOW, Ragnarok, FFXI, or FFXIV, certain elements of this idea were Inspired by them, and crafted into a form that I perceive as more effective, better, or more enjoyable. Here are some of the references that inspired me to think this up:
Ragnarok- War of Emperium: in WOE you would fight against a guild for control of a castle that would serve as headquarters for your guild. Owning the castle gave several buffs, access to a guild dungeon, and awesome loots. All in all it was a fun event, and was the progenitor of this vein of events to my knowledge. This event emphasized the value of teamwork, and scheduling to hold a stronghold against foreign invaders.
Final Fantasy XI- Besieged: This is the more evolved PVE form of Ragnarok’s WOE event. Besieged, as many of you know, was an event where beastmen would invade the city of Aht Urgahn in an attempt to capture a mystical device known as the astral candenessence (Aka the Ass-candy lol). this event posed the idea of beastmen trying to invade a populated city, to take over a resource. The mechanics of besieged made it akin to a tower defense system, where the units known as the serpent generals, functioned as the towers. If they fell, the battle was lost, and you had to actually go and INVADE the enemy stronghold to recover your lost treasure, as well as any NPC’s that were kidnapped.
Final Fantasy XI- Wings of the goddess: this was the upgraded form of besieged, taking place over a multitude of areas. Stupidly fun, but limited by the lower end systems of FFXI. Largely a successful event
World of Warcraft - Wintergrasp: Wintergrasp was the third iteration of this idea, vastly improved upon over besieged. Wintergrasp was one of the most enjoyable aspects of WOW for me that I have ever participated in (aside from the weaker nation getting insane buffs, and super weak players just one-shotting you). It was a STUPIDLY fun event. It incorporated PVP, questing and vehicular battle, and was an extremely rewarding battle to participate in due to the fact that you received a currency, and if your faction managed to overtake Wintergrasp you gained access to the Vault of ancients raid (or archeron, can’t remember what VOA stood for anymore lol) and got access to great endgame PVE gear. Wintergrasp promoted the aspects of vehicular battle, siege battle, camp capturing, and rewarding play.
Final Fantasy XIV 1.0- Hamlet: I believe Hamlet was the Fourth iteration of this idea, and it took steps in the right direction, but sadly it fell short due to several key factors, some of which were out of the control of the developers at the time.
1. Low population/Weak player base
2. High difficulty level Vs low content rewards
3. Poor design (it honestly was poorly designed, sorry old devs)
4. Mediocre rewards in comparison to other spamable dungeons
5. Relied on a…. “less than ideal” crafting and gathering system
6. Had no real player draws.
While I loved hamlet, these things were what really dragged the system down. I plan to take each of these key weak points and improve upon them, and expand on their base, to strengthen this idea as a whole. Think of it like this… think back to your child hood of watching power rangers season 1: Hamlet was like the blue ranger. The blue ranger was totally lame and boring, and only really useful in like 1 or 2 situations, VS the green ranger, who was a complete and total boss, and was able to solo the entire power rangers team, and make them look like a bunch of chumps. And he did it like a boss. It’s no secret that everyone loved the green ranger. Conflict is going to be the green ranger.
Final fantasy XIV- Conflict: I want to bring together the inspiration I received from all of the aspects/ideas of these events, and combine them into one event, while improving upon their design and expanding upon their groundwork to make the best event possible. I envision an event where player participation and performance has a VISIBLE effect on the world, is extremely rewarding, and makes players want to play the game versus just standing in a zone waiting for a duty finder queue to pop. This would slake the thirst for adventure that people have, as these areas would be incredibly large AND constantly changing, requiring people to adventure in groups, to work as a team, and unify as a community. Also to cater to everyone, there will be two forms of this event, PVE and PVP. Four of the zones will be set for PVE, while the fifth is set for PVP, and will be a FC-Vs-FC-Vs-FC-Vs-FC type battle for supremacy within an instance.
Premise:
Due to the activation of the devices located at each of the tiers of Bahumut’s coil, Bahamut has begun to stir from its Aetheric stasis. While Bahamut has remained physically trapped by Louisouix’s final gambit; his stirrings have caused massive Aetheric eruptions throughout Eorzea. Several new previously undiscovered regions throughout the realm of Eorzea have been discovered, hidden beneath the sea, inside of mountains, under the endless deserts, even in the sky. These unveiled areas were once home to settlements of the great Allagan empire and are riddled with untold Allagan technology, and resources. The battle for the technology, territory, and resources will be a three way battle between the Garelean empire, and the beastman tribes associated with the areas.
TOC:
1. The Nations and their Armies, and the areas they will inhabit
2. The Base
3. The Resources
4. Role Mechanics
5. Role Flow
6. Personal Improvements
7. Ru’Aun Gardens Mechanics (PVP)
8. The Shrine of Ru’Avitu (24 man raid)
9. Why should I do this?
10. Nitty Gritty (Details on unexplained things)
The Nations and their Armies, and the areas they will inhabit:
The Ishgardian Army-
The army of Ishgard will attempt to establish a hold in Western Coerthas. The units they provide to aid the adventurer’s are the following units : Lancer, Dragoon, Archer, Gladiator, Conjurer, Thaumaturge, Marauder, Arcanist
Valley of the Allag:
Due to a massive Aetheric eruption in the behemoths dominion, a path to a previously inaccessible mysterious valley, full of warmth and life despite the bitter cold of Coerthas, has been uncovered. The Ixali seeking warmer climates, better Hunting rounds, new resources, and new territory have invaded this valley, and set up camp on the west side of the valley. The Garelean empire, drawn by the allure of even more powerful technologies has invaded the north western side of the valley. The Ishgardian forces have made a call to arms for all adventurer’s to help establish a Base of operations, and establish a foothold in this prime location. This valley would present a most valuable resource for the Ishgardian empire, and would serve not only to provide them supple farmlands for the harsh winters, but would also serve to bolster their available resources, game, and the improved Allagan technology would prove invaluable against their battle with the Wyrm’s.
Gridania: the Twin Adder –
the army of Gridania will attempt to establish a hold in the Great abyssal forest. The units they provide to aid the adventurer’s: archer, Bard, Conjurer, White mage, Lancer, Summoner
The Great Abyssal Forest-
An Aetheric eruption decimated several mountainous reigons throughout the realm of Eorzea causing areas that were thought to be uninhabitable , and impassable mountains to give way to hidden reigons within Eorzea. A new pathway was uncovered through the mountainous regions of southern shroud, opening into an area that had previously been unexplored. This area is riddled with networks of subterranean tunnels containing rich ores, and Allagan technology, as well as lush trees, and tree top pathways. The sylphs eager to take the new forest to protect it from the arrogant humans, have invaded the forest, and set up a new stronghold within the forest. The Garelean empire has invaded as well, and their objective is the Allagan technologies hidden within the forests. Gridania, has chosen to take this area as a stronghold to supplement their natural resources, as well as to protect the forests from the Garelean war machines.
Limsa Lominsia: The Maelstrom -
The armies of Limsa will attempt to establish a base on the newly surfaced Allagan made island dubbed “Isle of Allag”. The units they provide to adventurer’s: Marauders, Warriors, Arcanist’s, Scholars, Musketeers(once released lol), Advanced musket job
The Isle of Allag-
A Sub Oceanic Aetheric explosion has forced a hidden Allagan underwater city to the surface forming a new island. The newly surfaced isle of Allag, houses some of the most advanced Allagan technologies, and is strategically positioned to be a crucial stronghold for any nation that would intend to attack Limsa, or disrupt their trade routes. The sahagin have invaded this island, as a tribute to leviathan, and to prevent limsa from taking it. The Gareleans have invaded because this would serve as the prime base for offenses against limsa, and the incredible Allagan technologies that were able to build an entire island. Limsa has invaded this island as it would be impossible to defend against attacks were the sahagin or Gareleans to control the island.
Ul’Dah: The immortal Flames –
The Armies of Uldah will attempt to establish a base on the newly discovered “Gaia’s Reach”. The unit’s they will provide to adventurer’s are: Gladiator, Paladin, Pugilist, Monk, Thaumaturge, Black mage.
Gaia’s Reach-
A network of tunnels have been uncovered in the sands of southern Thanaland, leading to a subterranean utopia located beneath the sea of sand. The merchants guild of Uldah has named this utopia Gaia’s Reach. Lush vegetation, mineral deposits, and lost Allagan treasures litter this hidden land. The ceiling of this cavern shines as the sky does, and emulates day and night phases. The Amalja have invaded this cavern, intent on purging it with fire in the name of their lord ifrit. The Gareleans have invaded for the Allagan technology, and the advantageous position against the Uldahn capital. The Uldahn ever driven on by their lust for gold, have invaded Gaia’s reach in an attempt to establish a strong hold here as well, in the name of capitalism and the sultana.
The adventurer’s guild: ST Cointeachs Reach (Mohr Dona)-
The archaeologists within Mohr Dona have discovered an ancient Allagan teleportation device that they cannot seem to get to work. They have hypothesized that the warriors of light may be able to utilize this teleportation device due to the unique energy signal that both the warriors and the teleporter exhibit. They have tasked the warriors with traversing this teleporter and researching the area where they arrive at. They have placed a large reward for any new Allagan technology or relics.
Ru’Aun gardens (PVP) –
the teleporter discovered by the adventurers guild teleports the hero’s of light to a mysterious floating island in the sky, riddled with resources, lost Allagan technologies, and a mysterious towering shrine located within the middle of the island. The allure of the hefty reward presented by the adventurers guild, and the “Lawless nature” of the land have prompted the various free companies that have been fighting to claim the new technologies for their own gain, into forming a set of rules regarding this area. The rule of the land has become “Winner takes all”, and as a result they constantly battle each other for the control of the island.
The Base:
The base will function as your army’s stronghold, and will be built upon and expanded by your crafters. At first the base will only have minimal functionality, and be no more than a mere place to take a rest. But over time, with a set of truly successful players, the base can expand into a veritable fortress. the NPC’s included at the start will be simple and generic, a basic vendor, But no repair merchant. Crafters will be vital to repairing players gears. Eventually several new NPC’s and mechanics would be added to the base as the progression advances.
Structures:
Various structures will be able to be created, and each will serve a unique purpose. Carpenters will be the primary driving force behind base and structure advancement.The Resources:
Mess Hall-
upon reaching a specific level, players will be able to elect a specific food buff to receive from the food resource. The more the base progresses, the higher stats, effects, and varied effects can be provided. Culinarians are the driving force of the Production of this building, they utilize food as a primary resource, as well as catalysts as a secondary resource.
Alchemy Hall-
Upon reaching a specific level, players will automatically receive a cache of alchemic concoctions each time they visit the Alchemy hall, which have a much lower use restriction, as well as a much more potent effect. Alchemists are the primary driver of the supplies of this structure, and they consume catalysts as their primary resource, with secondary’s in each of the other four resource types. The cache players receive will be job based, as well as based on the current stockpile of items available within the crafting hall
The Armory –
Upon reaching a specific level, blacksmiths, goldsmiths, Carpenters, tailors, leatherworker’s, and armorers can contribute to two different elements of this building. The first of which is the construction of five tiers of weaponry and armor for NPC unit’s to don (see details portion), the second of which is upgrades. Upgrades will come in two forms. Static, and temporary. A static upgrade, once completed, will function as a permanent buff while within the Conflict to the efficiency of your equipment. A temporary upgrade will need to be reapplied by a “Kit” or by a crafter themselves. This building consumes wood, metal, Catalysts, and stone
Research and development –
This structure is driven by goldsmiths and alchemists, and secondarily by all other trades. They are responsible for creating various base defense elements, unlocking new recipes and increasing the potency of existing recipies, creating siege vehicles/weaponry, and creating Aetheryte & Aetheryte shards. They will be able to create siege weaponry, including vehicles, bombs, cannons, transports, and buff towers. This building consumes all resources
The Barracks –
This building will be available upon reaching a certain level of progression. This building is used to recruit NPC unit’s to aid in the defense of the base. Carpenters can upgrade the size of the barracks, increasing the level and amount of NPC units available. Higher levels of progression allow for advanced unit’s to be recruited. The barracks will automatically generate new NPC units up to a certain amount determined by the advancement of the barracks.
The repository-
This functions as the storage area of a base. DOL Deposit, and DOH withdraw to craft with. This cannot be destroyed, but all resources are lost if your fortalice is destroyed.
The Fortalice –
this building serves to act as a “hiding spot” for crafters, gatherer’s, and DOM/W in the event of a base invasion that goes sour. It is also the “Command center” of your base, and is the most important structure. This structure is created at the start of the event. If the fortalice is destroyed, the base is overrun, and all existing structures and resources are destroyed, and the base must be re-captured.
The Aetheryte –
functions as the standard Aetheryte, however this is not available at the beginning. It must be constructed, and can be destroyed. It interlinks all of the constructed Aetheryte shards, for easier player teleportation.
There will be five primary resources available in this event, Food, Wood, Catalyst, Metal, and Stone. The resources are in generic categories, that are immediately placed in the repository within the basecamp upon returning to camp. Resources have five different levels of potency when gathering.
This is to prevent this event from influencing the market in an adverse manner.
Gatherer’s will be responsible for the primary procurement of Food, wood, metal, and stone however DOM/DOW will gain small amounts of these by killing Beast type monsters, as well as destroying enemy fortifications.
Food:
Food will function as the driving force of Conflict. Without food your army will slowly starve, players included.The benefits of food, are many and varied. If Food has run out, Starvation will afflict all NPC and PC units. Food is gained by botanists, fishers, killing beast type monsters, or raiding Enemy caches
Wood:
A primary resource gathered by botanist’s, and obtained from destroying enemy bases, or raiding Enemy caches. It is primarily used for base expansion, and secondarily used for research and crafting
Catalyst:
A secondary resource gathered by all three Disciples of the hand. This is used in virtually everything from structure creation, base improvement, research, cooking, etc. and is in high demand. Catalyst’s will be crucial to the continuance of progression. Catalysts are obtained with each killed target, and can be raided from enemy caches.
Metal:
A primary resource gathered by Miners, and obtained from destroying enemy bases, or raiding Enemy caches. It is primarily used for research and crafting, and secondarily used for base expansion.
Stone:
A primary resource gathered by Miners, and obtained from destroying enemy bases, or raiding Enemy caches. It is solely used for base expansion and R&D towards base expansion.
Role Mechanics:
Gatherer’s:
Gatherer’s will directly fuel crafters with available resource points; they will receive higher credit returns for longer periods of service. The longer you gather, the more credits you will gain per gathering. If you switch jobs, leave the area, or stop gathering for more than 30 minutes, your bonus is invalidated, and reset to zero. Gathering higher potency resources will grant more credits than lower potency resources, but they will in turn be much harder to obtain.Disciples of the Hand:
Fisher-
Fishers would be responsible for the primary source of food procurement. The more fish that are caught from a body of water, the less frequently they can be caught, until eventually that body will no longer yield fish globally for a period of time. This will force the fishermen to fish from more dangerous waters that the opposing forces may be encamped upon.
Botanist-
Botanists would be responsible for the procurement of wood as a primary, and catalysts and food as a secondary. The more trees that have been logged in an area, the less frequently new trees will spawn. This will force players to go gather in much harder to obtain areas.
Miner-
Miners would be responsible for the procurement of Stone and metal as a primary, and catalysts secondary. The more Mining nodes that have been Mined in an area, the less frequently new Nodes will spawn. This will force players to go gather in much harder to obtain areas.
DOH will be responsible for increasing the base’s efficiency, the level of NPC efficiency, buffs for the PC& NPC, repairs to the base, and the construction of new “camps” creating HQ items will yield more credits than NQ items. No time boon or penalty for crafters. During Peril, DOH are tasked with repairing the structures as well as repairing siege weaponry, and reloading it, if any has been constructed. (see role flow for DOH for more details)
Disciples of War/Magic
There are no role specific tasks for DOW/DOM like for DOH/DOL, however they are presented with a multitude of methods of contribution. Their contribution is a static amount, based on the effort placed forth during the events. They receive a penalty to imitated tasks if they are undertaken in quick succession.
You will have two core types of conflict for DOW/M : Instanced, and World.
Instanced are limited to a specific player or party, and must be initiated via the task master in the stronghold or camp.
World are unlimited player participation, and can be joined at any time ( see DOW role flow for more details)
Role Flow
In this section I will go into detail as to how each role would go about their business within these zones.
Disciple of the Land:
Let’s say a player decides “ hey I like playing my botanist. Let’s go out and play botanist in conflict”. They would simply warp to the conflict zone via Aethernet, and switch to botanist. The player would then go to the task master located within the base, and choose from an existing list of tasks “procurement” & “Guardian”
ProcurementDOL-CONT:
Procurement is a task that is presented to DOL classes, and is one of three tasks they can undertake in conflict. They are tasked with gathering any amount of resources within the zone. They can turn in any amount of resources up to their current carrying capacity, and return them to the “Repository” to receive credit for their work. Gatherer’s can switch between each other without losing procurement status, allowing them to gather all resource categories if their job levels allow for it.
Guardian (1-4 DOM/W & 1-4 DOL, instanced)-
DOW/M will accompany DOL to more dangerous areas, and allow them to gather elevated amounts of resources. The area that you are tasked to gather in is predetermined by the taskmaster. The longer you gather from that area the more enemies will spawn. Should DOL be felled, a penalty will be given to the resources gained, and the exp/gil yield for each death. Should all DOL be felled, the instance is considered a failure. Invisibility does not work in this instance.
So the player has chosen to participate in procurement, they are granted “Conscripted” status (see N/G section). The botanist then walks outside of the base and steps up to a tree, which is shown as a level-less tree. Upon initiating gathering on this tree, they are displayed the standard gathering window, which now contains some additional information. Each harvestable item now displays a sub category of one of “Wood, Food, Catalyst, Metal Stone”, and a “grade” of 1-5. The player looks at the level 30 elm log, it displays a 100% gather chance, a category of wood, and a grade of 1. The botanist takes a swing, and they obtain an elm log. Now this elm log is NOT given to the player. It is placed into their “Backpack” in its converted form of the “Wood” resource. The player now navigates to their “Back pack” and a sub window is displayed. It shows:
Wood: 10/1000
Metal: 0/1000
Stone: 0/1000
Food: 0/2000
Catalyst:0/2000
The player now moves his cursor over the Spruce log. It shows “wood- Grade 5«” but a 80% chance to gather. The botanist chops this segment of the tree, and obtains a spruce log, which is automatically converted into the wood resource. The player checks their backpack resources, and it now reads “Wood: 110.”
The botanist continues about their business gathering from the trees until he has hit wood: 1000/1000 now all wood type resources are grey and unavailable to him. he gathers some food and catalyst’s for a time until he notices that the trees he was logging have all mysteriously vanished. The nodes no longer accessible to him. a system message displays on his screen “ this area’s resources have been exhausted, find more resources elsewhere”. So the botanist ventures out into unknown territory in search of a new cluster of botany nodes.
He happens upon a glowing tree, intrigued, he walks up to the tree, and sees that the tree has an unknown item hidden up in the upper branches, with an extremely low gathering chance. the botanist uses its abilities to increase the chance to gather this item. Upon gathering this item, they discover that it is a lost piece of Allagan technology. It is placed into their inventories as a “Allagan ????? Device”.
Excited the botanist returns to base camp, and gives the contents of his backpack to the repository, removing his wood food and catalysts that he had gathered up, but leaving him with the Allagan device. He returns to the task master to obtain his reward. He is provided a commensurate amount of Gil, Grand company seals, and “Conflict Service Credits”.
The botanist then takes the unknown Allagan device, and gives it to the R&D quartermaster. The botanist is awarded bonus “Conflict Service Credits”, as well as a “Conflict Commendation”
Suddenly… “PERIL- Beastman Invasion” Splashes across their screen in a fate-esque style. The botanist is now granted “Conscripted-Peril” status. The botanist notices that several mechanical devices now have name plates over them, and he can target them. he rushes over to one of the cannons and sits in the control chair. Their abilities bar is now converted to the cannon’s available abilities, with a “Munitions/Energy” bar and a “Durability” bar appearing above the machine. The botanist lets out a battle cry, and begins raining death upon the Beastmen invaders. Suddenly his munitions bar has become empty. He calls out for a reload, and a random DOL/H/M/W runs up with a “munitions pack” and reloads the cannon for them. the botanist goes back to launching fiery balls of destruction upon the invaders. Now he notices that his durability bar has hit zero, and the cannon will no longer fire. A DOH runs up quickly and begins repairing the damage to the cannon.
Thanks to the brave actions of the botanist, the beastmen invasion was successfully repelled. He reports to the task master to receive his rewards. The taskmaster informs him, that of all the DOL that participated, he ranked within the top ten DOL’s that participated. The task master awards him with the standard gil, company seals, “Conflict service credits” and an additional “conflict commendation” for his excellent level of service.
The botanist decides to go participate in the task “ Guardian”. The explanation of this continues in the DOW Segment below.
Disciple of the hand
For this example, we will use Commander Crafterman, an amazing crafter with all crafts at level 50, we will call him CC for short. So CC walks into the base, and speaks to the task master. He is presented a work list based off of the current jobs that CC has at level 50.
Of the jobs available he is presented the following tasks
Stock the mess hall I (Culinarian)
Stock the mess hall II (Culinarian)
Stock the mess hall III (Culinarian)
Stock the Alchemy Hall I (Alchemist)
Stock the Alchemy Hall II (Alchemist)
Stock the alchemy Hall III (Alchemist)
Stock the Armory I (Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Stock the Armory II (Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Stock the Armory III (Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
R & D- Experimentation I (Alchemist, Goldsmith, Culinarian)
R & D- Experimentation II (Alchemist, Goldsmith, Culinarian)
R & D- Experimentation III (Alchemist, Goldsmith, Culinarian)
R & D- Creation I (Goldsmith)
R & D- Creation II (Goldsmith)
R & D- Advancement I (All crafts)
R & D- Advancement II (All crafts)
R & D- Advancement III (All crafts)
Base Expansion I (Carpenter)
Base Expansion II (Carpenter)
Base Expansion III (Carpenter)
Base Expansion IV (Carpenter)
Base Expansion V (Carpenter)
Munitions Fueling I (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith,)
Munitions Fueling II (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Munitions Fueling III (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Munitions Fueling IV (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Munitions Fueling V (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith)
Enhancement kits I (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith, Carpenter)
Enhancement kits II (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith, Carpenter)
Enhancement kits III (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith, Carpenter)
Enhancement kits IV (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith, Carpenter)
Enhancement kits V (Alchemist, Tailor, Blacksmith, Leatherworker, Armorer, goldsmith, Carpenter)
Aetheryte Construction (Any)So our friend CC has a multitude of things to choose from. He decides he wants to whip up some food, do a little R&D Experimentation, and lastly some base expansion, so he accepts three tasks from the task master (max of 5) and switches to Culinarian. He walks over to the repository, and requests to have his Back pack filled. The repository fills his back pack to the maximum amount for each of the resource categories (if the repository couldn’t fill his order, it would fill what it could). he notices that the Repository clerk has placed a status effect of “ Repository “ on him. this debuff prevents him from submitting any items for credit to the repository, or gathering any items as a DOL. It lasts for two hours. At the end of two hours or log off, any remaining resources are relinquished back to the repository. Now CC isn’t worried about the two hour timer, as he knows that the Repository clerk will gladly remove this status for him should he finish early, or want to do something else mid way through. Upon removal she will take back all of his remaining resources. If he runs short on resources, she will gladly provide him more if she has them.
Stock the Mess hall – the player is tasked with stocking the mess hall with (30* Task level) dishes of any type
Stock the Alchemy hall- the player is tasked with stocking the mess hall with (30* Task level) dishes of any type
Stock the Armory- the player is tasked with stocking the armory with (10 * task level) pieces of equipment of any type.
R&D Experimentation- the player is tasked with Experimenting with development of new items & Recopies for all trades.
R&D Creation- the player is tasked with restoring Allagan relics to functionality (Requires un-restored Allagan relics in R&D and Personal ability)
R&D Advancement- the player is tasked with researching methods to improve existing crafts. Craft (10* task level) HQ items to complete, increases potency of item by .00001% per hq
Base Expansion- the player is tasked with creating components to expand, improve, and repair the base.
Munitions fueling- the player is tasked with creating munitions for the base defenses and siege weaponry.
Enhancement kits- the player is tasked with creating enhancement kits, which can be consumed by players to repair and enhance their gear temporarily.
Aetheryte Construction- the player is tasked with creating a new Aetheryte shard to be used at a newly founded base camp. This is only available to DOH that have achieved «««« task rank. It is also a limited commodity in terms of accepting. Once accepted by someone they will own the commission for that specific Aetheryte for thirty minutes. And the task master will no longer offer it.
So CC starts about his crafting, he opens up his crafting log, scrolls down to the bottom to conflict crafting. He opens the conflict crafting for Culinarian, and several dishes that have been unlocked are displayed. He pages over to browse them, and decides he’s going to make some DPS food, and some tank foods. He selects ‘Conflict tacos’ and looks at its requirements. Each taco will require 10 units of food. Now CC being the epic crafter that he is, starts pumping out HQ dishes for Stock the mess hall III. He has been tasked with creating 90 Dishes total, so he crafts 30 conflict tacos because he sees that the stockpile for good tank foods are running low. But he also crafts 60 “Conflict sausages” because the dps food is always popular. These items are placed into his key item inventory, and will be lost if he fails to turn them in before logging out, or canceling his “Repository” status. So CC having completed this order, walks over to the mess hall clerk and turns over the dishes. The taskmaster is notified of the completion and will reward CC upon speaking to him again.
Now CC switches over to Alchemist because he figures that he can contribute to the R&D side of the things. So he heads over to the R&D hall and speaks with the Chief of R&D Experimentation. She tells him to take a seat at the workstation and to get to work. So CC Sits at a workstation and a minigame very similar to the crafting system opens up. All of his current crafting abilities are available to be used in this minigame. In this minigame you cannot create a high quality. Instead in this quality increases your Experimentation multiplier. Here is an example of what you would be looking at
In this minigame, Experimentation factor increases the potency of your progress improving abilities by a percentage. Red and rainbow lights both function to double or triple the progress from that action, but will lower the experimentation factor. The Armorer ability, piece by piece will be absolutely invaluable in this (since its absolutely useless in normal crafting lol). if CC accidentally hits a progress increase during a Black light, which are no longer tied to rainbow, it will result in a reduction in current progress equal to (Progress action value * Experimentation factor) *5, and it will also remove all of your experimentation factor. Experimentation factor can be increased up to 2000, resulting in a 300% increase to progress increases. Each action you take to increase progress will consume 2 of every resource in your bag. Each action you take to increase experimentation will consume 10 of each resource per actionProgress: 0/99,999
Experimentation factor: 0/1000
Durability: 300
So CC being the epic crafter that he was born to be, ace’s the minigame, reaching the lofty 99,999 progress requirement. He receives a “Conflict Commendation”. For every 9,999 points of progress, the progress towards learning a new recipe increases by .001%. the recipe learned is random, but will be evenly distributed for each type of craft.
Now CC switches to carpenter to get working on Base Expansion. He walks over to the foreman and asks the foreman what they need expand/repair/improve the base. The foreman tells CC that he needs 10,000 units of wood(build) , mortar(reinforce), and parts(repair) (30,000) in order to Repair the existing structures, build the new structures, and reinforce structures. CC is allowed to choose which task he will undertake. CC will be required to produce (30* task level) of the selected item. CC chooses to Repair the existing structures for Base expansion V, which means he must craft 150 parts. Each part created consumes 10 catalysts from his backpack, and any HQ crafts grants 3 parts versus 1. When he finishes up, he returns to the foreman and surrenders the parts. He is then informed of the current progress of the base, and its repair status.
Now CC tired of crafting goes over to the Task Master to claim his rewards. Any time that CC performed Above and beyond the call of duty, he will be awarded a bonus “Conflict Commendation”. He then returns to the repository, and surrenders all of his remaining materials.
CC lucks out and sees that the taskmaster is offering Aetheryte Construction
He quickly claims the commission for this own, and is instructed to go construct a new Aetheryte shard at a specified locale. He takes 10,000 of each unit from the repository (must have backpack Level 10 to carry this much). He then gathers up his friends and heads out for the newly conquered camp. Upon reaching the camp, he is placed into a minigame similar to crafting, but is solely centered on progression. He has a secondary resource called “Focus” that has 100 units, a direct reflection of the efficiency of his progress increases.
Once construction starts, that area will come under heavy enemy attack. He is protected by the Aetheryte shield, however for every hit the shield takes, his focus is reduced by 10. If his focus is reduced to 0, the Aetheryte shatters and the materials are lost. Each time he successfully progresses his focus is restored by 5. If he does 10 uninterrupted progress increases, his progress increase value will double each time after 10. Luckily CC has some awesome friends who keep the enemy hordes at bay, and he safely constructs a new Aetheryte fully establishing this as a new base for the company forces.Tired CC goes home and calls it a day…. Until peril starts (magically lol).
During peril his tasks change to the manual repair of turrets, structures and restocking of munitions.
Disciple of War & Magic
The tasks for the DOW/M are similar to a Fate & leve system.
Garrison (Instanced-DOM/W- Full party):
Fend off minor attacks and raids that might threaten the base. When a party initiates this task from the “Taskmaster”, they will need to move outside of the base within 5 minutes, and begin their task. Once beginning their task, they must fend off multiple waves of enemy forces, these will spawn exclusive to the party that initiated.
Convoy (world, party of 1-8):
DOM/W are tasked with escorting a convoy to a camp. Convoy’s will run with or without the DOM/W, and on a set schedule. Once a camp is erected, it will need a steady stream of supplies for expansion and defense, and the convoy’s will often come under attack. Any players near the convoy as it travels will receive Escort status, and receive credits for the number of convoy units that successfully reach the camp.
Scouting (Instanced – party of 1-4):
DOM/W are tasked with scouting certain places, the destination is determined by the task master. During scout missions, there is a chance to discover a forgotten treasure, or cache of resources, but there is also a chance to encounter enemy forces. Rarely a Scout may accompany the enemy forces, should he live long enough it will summon an incredibly powerful unit, that four members will be hard pressed to defeat, defeating it will grant a large bonus in credits.
Discovery (1DOM/W/L/H, World, solo) –
Occasionally one might discover an ancient piece of Allagan technology. Return with it to the R&D building to have it evaluated.
Guardian (1-4 DOM/W & 1-4 DOL, instanced)-
DOW/M will accompany DOL to more dangerous areas, and allow them to gather elevated amounts of resources. The area that you are tasked to gather in is predetermined by the taskmaster. The longer you gather from that area the more enemies will spawn. Should DOL be felled, a penalty will be given to the resources gained, and the exp/gil yield for each death. Should all DOL be felled, the instance is considered a failure. Invisibility does not work in this instance.
Peril (unlimited – World- Allianced):
Peril is the primary function of DOM/W. a state of peril happens when a massive army from one of the opposing forces attacks, this is a random event. Every DOW/M/H/L within the base area will be automatically enlisted in this when one occurs. Wave after wave after wave of opponents will spawn and do everything in their power to destroy the base. The number of targets is proportionate to the number of participants, and will expand up to a point for any additional players that join the fray. When the beastmen attack, they will summon lesser forms of their primal, as well as a MASSIVE ultimate form of their primal. This primal poses the threat to destroy a base if not prepared with proper defensive siege weaponry. If the Gareleans attack, they will bring siege weaponry that will destroy the base quickly if not dealt with. Players will be notified 5 minutes before the start of peril, they will be given the opportunity to form alliances and parties preemptively, however any remaining solo players will be automatically placed into an alliance.
Camp defense(Unlimited- world event- alliance)-
DoW/M/H/L are tasked with the defense of a camp should it fall under attack. This functions similar to peril on a much smaller scale. DOH are tasked with the repair of structures, DOL are tasked with manning siege/defensive structures. And DOM/W are tasked with combat. Players will be notified 5 minutes before the start of peril, they will be given the opportunity to form alliances and parties preemptively, however any remaining solo players will be automatically placed into an alliance.
Siege (Unlimited – World Event – Alliance)-
once all of the base camps of an opposing force are destroyed, an event will begin called Siege, and will persist until either the enemy forces camp is overtaken, or the event ends. Siege can only occur twice per day, times will be based on prime time for that server, and low time for that server. Should an enemy force be wiped out, the nation gains control over that base as well, however super powerful units will continuously begin to assault that base in an attempt to retake it, growing in power and ferocity, until eventually the base is retaken. Once the base is retaken, and several camps are re-created their units will again normalize. These super units can also assault the main base. Players will be notified 5 minutes before the start of peril, they will be given the opportunity to form alliances and parties preemptively, however any remaining solo players will be automatically placed into an alliance.
Raid (Unlimited – World event- Party or alliance) –
Players can attempt to overtake an enemy camp, and claim it for their own. Should they win, all existing structures are destroyed and converted into resources.If a camp is claimed, it will lessen the number of spawning enemy forces in the area significantly. Taking camps can provide serious boosts to R&D. Players will be notified that they have 60 seconds to enter a party, or fill up their current one, or players will automatically be selected to fill their ranks for that battle.
Conflict Abilities
For Disciples of war and magic these abilities will only be available when in conflict, and must be purchased using Conflict credit.
Tandem abilities require all participants to know the skills., to be in range, in the same party or alliance. Usage of a tandem ability consumes the cool down of all players who participate
For Disciples of the hand and land, these abilities will be permanently available once obtained. Disciple of the hand abilities, like all other DOH abilities, are interchangeable.
Disciples of War:
Paladin & Warrior(same alliance – Peril only- tandem ability):
Indomitable spirit- (costs 4 conflict commendation credits to learn)Paladin:
all nearby tanks act in unison forming a barrier that connects all nearby tanks, preventing any enemies from crossing that barrier. Any enemy attempting to cross that barrier will have its threat re-directed to the nearest tank. (during PVP conflict, this effect will pacify any target that crosses the barrier for 30 seconds). Killing any of the paladins or warriors under this effect, will break the effect completely. Requires at least two tanks, and roots the tanks in place upon activation.
Cool down: 10 minutes
Entrench- (costs 2 conflict commendation credits to learn)Warrior:
erects a protective aura around the paladin that moves with them, reducing all incoming siege weapon damage for anyone within the barrier
Cool down: 5 minutes
Duration: 60 secondsBattle charge- «« (costs 2 conflict commendation credits to learn)
Increases the movement speed of all nearby units by 50%. If the warrior collides with any enemy targets will result in a small knockback, stun, and increased enmity
Cool down: 5 minutes
Dragoon & Monk (same party- Peril & Siege only- tandem ability):Mountain crusher- (requires one monk, and one dragoon in a party, and close to each other). (costs 4 conflict commendation credits to learn)Dragoon:
Initiates a twofold attack. The dragoon leaps into the air, the monk strikes the ground causing an earth spike to rise from the ground impaling the target and lifting them up. The dragoon crashes into the target shattering the spike and dealing incredible damage to the target.
Cool down: 10 minutes
Longinus- (costs 2 conflict commendation credits to learn)Monk:
The dragoon leaps into the heavens, and comes crashing down with the lance of Longinus dealing massive area of effect damage and blind.
Cool down: 5 minutesAvatar of War- (costs 2 conflict commendation credits to learn)Black mage & Summoner (Same alliance- Peril & Siege only- tandem ability):
The monk takes on the essence Rhalgr, deity of destruction. The monk’s physical size is considerably increased. Their HP is quadrupled, their damage increased, and all of their attacks are converted to area of effect.
Cool down: 5 minutes
Duration: 60 seconds
Doomsday- (costs 4 conflict commendation credits to learn)
Drop a meteor swathed in dark energy and disease onto a battlefield. The size and potency is increased by 50% for each Black mage and Summoner in the same alliance.
Additional effect: Plague Cloud.Plague cloud- any target that remains within the cloud will have their life force drained by disease, receive less healing, and take more damage. Friendly fire possible.Cool down: 10 minutes
Black MageSummoner
Frozen Hell : (costs 2 conflict commendation credits to learn)
Freezes all targets in a cone effect in front of the black mage, preventing them from acting for 30 seconds. Any critical hits from abilities will end the effect but deal 10X damage. Any damage source will reduce the current duration of the effect by 2 seconds each time it strikes the target. Does not apply to debuffs.
Cool down: 5 minutesPrimal Force: (costs 2 conflict commendation credits to learn)
Command your primal to take on its true form and do your bidding. Egi is converted to the true primal form, and all attacks of that primal are available for usage.
Cool down: 5 minutes
Bard & ???? (insert musket job here): (same party- Peril & Siege only)
Eclipse shot- (costs 4 conflict commendation credits to learn)
Eclipse the sun as you blanket the target area in falling bullets and arrows. Targets may be struck multiple times based on size. Higher elevations result in more damage.
Cool down: 10 minutes
Bard:Warsong- (costs 2 conflict commendation credits to learn)White mage & Scholar (same party- Peril & Siege only)
Increases the damage dealt by all sources for all allied forces in range by 15%. This effect is able to hit any PC nearby. Remains active until MP is exhausted
Cool down: 5 minutes
Beacon of HopeWhite Mage:costs 4 conflict commendation credits to learn)
Summons a shining ray of light onto the battlefield creating an aura effect that removes and prevents status ailments, and recovers HP MP TP every second
This effect is able to hit any PC nearby
Cool down: 10 minutes
Duration: 60 secondsScholar:
Force of naturecosts 2 conflict commendation credits to learn)
Delivers a three part attack, draw in all nearby units with a water based attack, deliver a earth based attack that stuns the targets, and throw all nearby targets away from you with a wind based attack.
Cool down: 5 minutesNullification:«« (costs 2 conflict commendation credits to learn)
Erect an impenetrable barrier. Targets may not enter, exit, or attack through the walls of this barrier. This effect is global, for NPC’s PC’s and mobs. Targets within are isolated from the world, and can only fight each other until the effect ends. Can be used with great effect as a defensive or offensive tool. Vanishes upon scholar death. Requires the scholar to channel the effect, and they cannot move or act for the duration of the effect.
Cool down: 5 minutes
Duration: 60 seconds
Disciples of the Land
Botanist:Nurturing Touch: (costs 2 conflict commendation credits to learn – useable outside of conflict)
Restore an exhausted resource node. (returns current node to 100%)
GP Cost: 0
Recast: 5 minutes
Miner:Dig Deeper: (costs 2 conflict commendation credits to learn – useable outside of conflict)Fisher:
Uncover additional materials within your current node (random comparable level materials spawn within the blank spots of your node)
GP Cost: 0
Recast: 1 minutesTeach a man to fish: «« (costs 2 conflict commendation credits to learn – useable outside of conflict)
Doubles the Fish Caught per cast for one cast per 100 GP (400 GP consumed = next 4 casts catch two fishes)
GP Cost: 100%
Recast: 0 minutes
Disciples of the Hand: all DOH abilities can be shared.
All DOH-Patch Job- (costs 2 conflict commendation credits to learn – useable outside of conflict)Alchemist-
Repair a structure’s durability by 2%. During synthesis, restore 10 durability per usage.
CP Cost: 20
Durability Cost: 0Full Metal Synthesis- (costs 5 conflict commendation credits to learn – useable outside of conflict)Armorer-
Return the durability of an item to 100% at the cost of ½ your progression & quality
CP Cost: 100
Durability Cost: 0
Heavy metal Man- (costs 5 conflict commendation credits to learn – useable outside of conflict)Blacksmith-
Completes progression if quality is at 100%. Breaks synthesis if it isn’t.
CP Cost: 0
Durability Cost: 100%The pointier End- (costs 5 conflict commendation credits to learn – useable outside of conflict)Carpenter-
All progress increases also improve quality at 20% potency. Quality increases apply after progress increases.
CP Cost: 50
Durability Cost:0Blueprints- (costs 5 conflict commendation credits to learn – useable outside of conflict)
Display the next incoming status for the next five turns. (status display will show, current and next status)
CP Cost: 20
Durability Cost:0
Culinarian-
Make it a Double-««««« (costs 5 conflict commendation credits to learn – useable outside of conflict)
Doubles the number of items crafted. Does not work on « or «« synthesis, halves total durability, as well as current quality and progress.
CP Cost: 0
Durability Cost: 50% of total durability
Goldsmith-All that glitters is gold- (costs 5 conflict commendation credits to learn – useable outside of conflict)
Force your synthesis to HQ if completed.
CP Cost: 50
Durability Cost: 10
Leather worker-Tough as Leather- (costs 5 conflict commendation credits to learn – useable outside of conflict)Tailor-
Your next three progress attempts do not reduce durability
CP Cost: 80
Durability Cost: 0Masterwork-««««« (costs 5 conflict commendation credits to learn – useable outside of conflict)
Your next three Synthesis or touch actions cannot fail and consume no CP.
CP Cost: 30
Durability Cost: 0
Personal Upgrades- Spend conflict credits to learn these. They are only active in conflict zones
Increased Backpack Size (10 levels) Increases backpack capacity by 1000 units for wood, metal, and stone, 2000, for catalysts and food
Level increase (5 levels) increases your Conflict Rank. By 1
Dismantle (3 levels) increases damage dealt vs. structures by 10/20/30%
Resilience (3 levels) Reduces damage received by siege weapons by 10/20/30%
Siege weaponry-Small (1 level1) Enables the usage of small siege weaponry by DOH/L. DOW/M are able to carry explosive charges.
Siege Weaponry- Med (1 level) Enables the usage of medium siege vehicles by DOW, and Siege defenses by DOL
Siege Weaponry – Large (1 level) Enables the piloting of large siege vehicles during Siege by DOW/M Classes
Commendable service (10 levels) increases the credits and accommodations earned by 10% up to 100%
Scout (3 levels) 10/20/30% chance to prevent chocobo dismounting & weight in enemy territory.
Defender (1 level) Reduce duration of Aetheric shackles to15 seconds during conflict
Attacker (1 level) Increases damage dealt to siege units by 20%
Fleet footed (4 levels) Sprint consumes 25% less TP. (max 100% reduced consumption)
Penny Pincher (1 level) Spend credits instead of gil to utilize the conflict Aethernet.
Tactical Retreat (1 level) Reduces casting time of return by 75% when Home point is set to conflict Aetheryte
Task master Jr. (5 levels) increases the maximum acceptable tasks by 1 per level.
Ru’Aun Gardens
The Ru’Aun gardens will serve as the central PVP area for conflict. It will be a Four way PVP battle with a two hour time limit, with the ultimate goal of destroying the other FC’s bases. In the event that no bases are destroyed, the group with the highest score at the end of two hours is declared the victor.
Battlefield
The battlefield will consist of one large central island, with an inaccessible island resting in the center of the battlefield, and four smaller islands, connected by a stone bridge, to the main island. Each of the Free companies are granted a small camp, on one of the four islands.
Each of the four islands will contain some basic structures, resources, and an Aetheryte. Higher level resources can be found on the central island.
Party composition
The required party composition is 8DOL (2 fisher, 3 btn, 3 MIN), 16DOH (2 of each), 24DOM/W(6 healers, 6 tanks, 12 DPS), aka 48 Participants.
FC Requirements
Must have Rank 8 FC. (only applies when entering as a FC)
Must have at least 24 level 50(or higher if level cap is higher) FC members, all of which must participate. (only applies when entering as a FC)
Personal Requirements
Must have all completed the pre-requisite quest.
Current job must exceed item level X (the midlevel item level at the time of implementation)
Recruitment
If your FC meets all of the entry requirements, but has insufficient players to complete the 48 participant requirment, The system will place additional players from outside of the FC. They cannot pick and choose, they are assigned at random. Players can “Solo” queue if their FC chooses to not participate as a whole. Should their group win, they are granted the benefits as if their FC had won on a personal level. The victorious status is not granted FC wide for a solo victory
Reward
The victorious group is granted access to the raid “ the Shrine of Ru’Avitu” for 168 hours from the time of victory. They also gain large amounts of FC experience, Seals, and crafting resources.
Battle Flow
Battle flow will be nearly identical to that of standard conflict, with the exception of the loosing forces being able to recapture. Losers are booted from the instance on loss. It will also be much faster paced with much lower expansion requirements, and structure HP Pools.
Battle mechanics
DOH/DOL are granted enhanced movement under stealth, DOH are able to use stealth as well. Players can “see” a sheathed player if they get close enough.
If a player dies, they are returned to their Aetheryte with weakened HP, and “Aetheric Shackles” Debuff, which prevents them from acting or being acted upon for 30 seconds.
If a bases Aetheryte is destroyed, they are considered to have lost, and their FC is ejected from the battle.
Whoever struck the final blow against an enemy Aetheryte will gain ALL of the resources from the defeated party instantly for their base camp.
All “conflict” exclusive, and PVP exclusive abilities are useable in this battle.
If you are a Guest in the victorious party, you are granted the “victorious” status on a personal level, as well as 1/48th of the reward for your free company.
Name plates for opposing forces are changed to <<Guild name>> [Job] <Level>, so an example would be <<HUGZ>> [Summoner] <lv.50>
Name plates for members of your forces are set to First name [Job] <level>
Upon victory, your FC is granted “Victorious status” for 168 hours. All FC members regardless of participation receive this status
Victorious status allows for entry to the “Controlled- Ru’Aun gardens” area. This area is Non-PVP, and any FC that has victorious status can enter it. This area is kept server side. The FC can harvest the resources here for their own personal gain, as well as participate in the shrine of Ru’Avitu raid.
Victorious status prevents the entry to the PVP- Ru’Aun gardens area FC wide, however players can solo participate in battles for other FCs
Upon killing a player, you gain half of their resources currently in their backpack.
Upon Death you lose half of the resources in your backpack.
All personal improvements gained in conflict-PVE will apply here.
The Shrine of Ru’Avitu
This will be a 24 man raid. It will feature the four Shijin and Kirin as bosses. They will drop their FFXI gear. Plain and simple. Players can obtain one drop from each of the bosses per “victorious” period. This dungeon will be duty-finder friendly, but can only be DF’d by people in victorious status. The details of this raid are still in the works, and not particularly important compared to the fact that the intent is there.
Why should I do this event?
I envision this event as a “thing to do”, with the content itself being the primary reward. I want it to feel less like a HAVETO and more like a WANTTO type event (which FFXIV is really lacking…). However for the materialistic sorts of people….
Weaponry –
Higher item level weapons can be gained by raiding the enemies main base Caches. These weapons will be more effective in conflict.
Armor-
Higher item level Armors can be gained by raiding the enemies main base Caches. These Armors will be more effective in conflict.
Exp-
Exp rewards for completing tasks. I envision crafters and gathers participating in this event from level 30+, and DOM/DOW from 40+
Gil-
The more widespread your influence, the higher payouts you receive from your supporting nation for doing a good job. Each task will have a monetary reward based on how well you performed.
Company Seals-
Grand company seals. Nuff said.
Credits-
Credits will be used as a currency to purchase higher level gear, crafting materials, crafting gear, etc.
Conflict Accommodations
Used to unlock new abilities.
Buffs-
Permanent buffs within the zone can be gained if the proper Allagan treasures are uncovered and captured.
Unlocked raids –
Upon capturing your enemy base an 8 or 24 man dungeon will become unlocked until the time that the base is captured. (twenty four hours time until the enemy forces attempt to recapture). There will be 5 24 man dungeons, one for each of the areas. These will feature the hardest, most complex, and most rewarding content to date.
Lore –
Learn more about the ancient Allagan civilization, and about how they were so advanced but fell into ruin. (lore is uncovered in the raids)
Freedom-
You can play how you want to. you don’t have to get shoehorned into playing a role you don’t like, waiting for queue, having to choose crafting or gathering over fighting. This event places everyone on even footing, and would give people the freedom to enjoy the game.
Nitty Gritty (Details on things)-
Here’s where you can find the nity gritty details on things that weren’t fully touched on. This is a WIP and will be expanded.
Enhancement Kits -
Enhancement kits are a temporary item that enhances one element of a player’s armor for a period of time. the enhancement will have its own durability rating, and will degrade much quicker than armor. These will need to be reapplied frequently. HQ Kit crafts will result in 3 NQ kits being placed into the pool
Allagan treasures –
Once uncovered and transported back to the stronghold, the R&D building can be used to research into what this device does. This will grant anything from a buff tower, to nothing, to a siege weapon. The results will be incredibly varied and fun.
Stealth-
Does not function in enemy territory, but functions in controlled territory. Usable by DOH within the base.
Chocobo movement –
Enhanced speed in controlled territory, but automatic dismount on receiving damage in enemy territory.
Enemy territory –
Displayed in red on the map. Enemies spawn with greater levels, ferocity, numbers, and frequency within enemy territory.
Taskmaster-
Functions as the work delegator for the base. They may also be placed at each individual camp if progress is far enough along.
Siege Weaponry –
there are two types of Siege weaponry, Anti structure, and anti personnel.
Anti-Personnel Siege weaponry –
these are mounted within your base, and deal bonus damage to enemy siege weapons and units. They function akin to the cannons in castrum meridium.
Anti-structure siege weaponry –
these are vehicles, or carried bombs, that can be ridden in or carried to a enemy encampment, and used to accelerate the destruction of their base significantly. These can only be used by high ranking officers within the grand company, and can only be used with a sufficient player conflict level.
Repair – Repair consumes resources Versus dark matter. All DOH can repair structures, and gear for anyone. No repair vendors will be located within the conflict reigon.
NPC Units- these units will defend the base, outlying camps, and accompany convoys. They will also defend the land outside of your stronghold that you control to some extent. They will not participate in offensive operations.
Conflict level – a level that grants additional privileges while in conflict. This level is universal for the players jobs.
Conscription – You have decided to participate in a job, you are bound to this job until completion.
Repository – Functions as both the deposit and the withdrawal spot for DOL/DOH
Crafting- does not consume crystals to craft conflict recipes.