Board Thread:Suggestions forum/@comment-26274215-20160502150918/@comment-26274215-20160503113905

Catfishperson wrote: Alright, I'll admit that my inital response to this suggestion was "No way! This is never going to work," but the more I think about it, the more I think it might. It will however need a lot more flushing out. Here's some more details I think could be added.

1. When the enemy captain spawns, all near non-hired NPC's that are enemies with that faction despawn.

2. The captain acts as a sort of a banner, as long as he is alive, no NPC's that are enemies with that faction can spawn or invade in a certain radius.

3. Neither the captain nor his guards could wander more then say, 30 blocks from the spawn point, unless if they are chasing a player, when they are done, if still alive they should return.

4. The captains should have very slight regeneration, say 1 heart every 5 seconds, so as to make sure they're in top shape should they defeat a player but another one comes along.

5. They should not be able to spawn within 20 blocks of a player. It would be quite startling to have a small company of enemies appear right next to you.

6. Quest respawning: I think that every hour, there should be a 1 in 4 chance of a assassin quest coming for a captain. This way they would actually occur on servers.

7. (May not be worthwhile) Captains should have a "boss bar." Obviously they would be not nearly as powerful as a boss, but this would make it feel more epic, as well as alerting players to their health and presence. hahaha I'll add it, you worked it out nice!