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(Created page with "<div class="quote">Barangolo wrote:<div class="quote">GoldenesKalb wrote:<br />If the permanent conquering  is only for Singleplayer the enemy NPCs should be able to re-conqu...")
 
 
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<div class="quote">Barangolo wrote:<div class="quote">GoldenesKalb wrote:<br />If the permanent conquering  is only for Singleplayer the enemy NPCs should be able to re-conquer their territory, maybe with Invasions or from the next Chunk that belongs to the enemy they rush to your conquered territory or try to stop you to conquer? If somebody is attacked and we speak here from factions they should and would react to your attack?!
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In theory it's indeed an inbetween, but it does not really function fully, plus imagine the resources needed to cover all your conquered areas with banners.. The amount of gold or silver would be insane, hardly realistic to mine or get easily through trade (cups e.g.).
   
In Multiplayer, Players of the enemy faction should get an information that their faction (if pledged) is attacked by another faction and they could react to your attack?!
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The reason it does not function: if a bannered gold block falls outside of the loaded chunk you're in (with great odds, since it's a pretty large area) the area that the banner normally covers will NOT be protecting against enemy NPC's until the bannered block is loaded in. So even if you cover everything with banners, the NPC's at the periphery of your loaded chunks will keep spawning, if their spawn is tied to the biome. Once spawned in, the NPC's are there and active. Not to speak of the needed effort to populate the whole map with these blocks as your progress, measuring their reach and no overlapping, etc. It takes away from all the fun playing the game.
 
that would make sense to me.
 
 
that is at the moment all from me. :)
 
</div>Currently "decay" implicitly means that when you are not there to upkeep your territory, NPC's automatically conquer it back again, as the conquest rate goes down without any action from your side. So indeed, you are right, it is the current feature.
 
 
What I am proposing is to be able to disable this (in singleplayer this is a one-man decision), by making conquest permanent. In real ME life, the enemy might be conquering back an area, but in a Minecraft environment single-player means that you can only be at one place at the time to conquer, it would make any sort of conquest impossible, as you cannot be all over Middle-Earth at the same time. If this was an MMO with thousands of players all over the map to hold the conquered territories, it would work, but that's a different ballgame (beside the fact that thousands of players would need to be online for PvE). I am talking mainly about a singleplayer environment, with its MC limitations.
 
 
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Yes i agree with you. I offered a temporary solution to you :P
 
Yes i agree with you. I offered a temporary solution to you :P

Latest revision as of 09:47, October 10, 2019

In theory it's indeed an inbetween, but it does not really function fully, plus imagine the resources needed to cover all your conquered areas with banners.. The amount of gold or silver would be insane, hardly realistic to mine or get easily through trade (cups e.g.).

The reason it does not function: if a bannered gold block falls outside of the loaded chunk you're in (with great odds, since it's a pretty large area) the area that the banner normally covers will NOT be protecting against enemy NPC's until the bannered block is loaded in. So even if you cover everything with banners, the NPC's at the periphery of your loaded chunks will keep spawning, if their spawn is tied to the biome. Once spawned in, the NPC's are there and active. Not to speak of the needed effort to populate the whole map with these blocks as your progress, measuring their reach and no overlapping, etc. It takes away from all the fun playing the game.

Yes i agree with you. I offered a temporary solution to you :P

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