Land-Speculation: #6 PvP & PvE

@moriarty95 · 2022-07-28 21:39 · Splinterlands

Deckblatt_16-9.jpg

Intro

Please note that this is just a sub-post covering only a puzzle-piece of my Land-Speculation.

To start on the "Front Page" or to return to the Overview-Post please click on the picture below:

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So without further ado, here are my thoughts about the topic:

PvP&PvE_2.png

For those of you who have read my previous posts about Stronghold Kingdoms it should be no surprise for a medieval strategy game to contain some sort of Combat-System.

For those who have not read my previous posts, I would highly recommend doing so to get a better understanding of the following system.

So here is how the Combat works in Stronghold:

![Peasants.png](https://files.peakd.com/file/peakd-hive/moriarty95/AJJenUECpmxFbtRYifRcpyCvH9e7nZF7bfn6kdiLVkXacgracLRCtbXvc6oUhTx.png)
**Peasants** to the Medieval Lord are what air is to humans; a neccessity. They are the heart and soul of every village and army.





Each village requires a certain amount of Peasants in order to run the various tasks and buildings found there. Those that do not find jobs around the village can be recruited into armies as various troops or simply left in their hovels to work the land and pay tax to their lord.




As described in more detail in my Post **[#4 Buildings](https://peakd.com/general/@moriarty95/land-speculation-4-buildings)** each village has a popularity which depends on several factors like Taxes, Food-Rations, Housing-Capacity,... : If the Popularity is positive: right now and that attracts people so new workers arrive to town more frequently (as seen on top of the picture) If the Popularity is negative: Peasants will flee from your village over time resulting in a lower production of resources cause you lack the workers.
![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/23vi62Ehgv6G2etq1xFzWSCJiW5ur5MPeKxKQuB1nMZx8ThzopyV87KHj6z1TF6g8GcJ5.png)



















So following this logic a village can attract more Peasants than it needs workers, thats important cause you also need Peasant to train them to become a military unit like an Archer or a Swordsman. Of course each one has its own use-case and is weaker/stronger. Armed Peasants are cheapest but in big numbers they could kill a Swordsman. An Archer might die to a Pikeman, however placed on a defense tower out of reach he can be deadly. The usual I'd say

Troops.png

So in order to recruit you have to have 3 very important things: - Peasants you can train - The needed Weapons for the Military-Type - Gold to recruit a unit (kinda like their Pay)

So how you can obtain Peasants is already described above.

Weapons are kinda like the items & spells of Stronghold. You can manufacture/craft them in your village if you have the building for it. E.g. ( see my Post #4 Buildings ) you can craft weapons in military buildings. However every weapon costs Wood/Stone/Iron, so you would also have to maintain a steady resource production.

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So now over time we managed to build up an army. What are we going to do with it? You can battle of course. But I will divide it into 2 different parts. But first the Basics:

Basics

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Above you can see how almost every battlefield looks in Stronghold. The goal for the attacker is to get one unit within the very middle part.

Within the White rectangle is the defense-zone where the defender is allowed to place units and buildings (walls, towers, turrets, traps...) The attacker is allowed to place his units on the outside of the white rectangle.

And thats pretty much it. Easily explained but very complex nevertheless.

So why can't you see anything on the above picture you might ask. Well as explain in my Post #5 Transport & Markets there is this scouting mechanic in Stronghold.




Its actually quite logical, as you dont have any intel about the enemy defense structures you can't see any buildings or units. So you can send scouts to take a look. The harder the defense of the enemy the more scouts are needed to come back with a report. So a fully mounted castle can't just be scouted with a single unit. Of course you can also send your units without any intel but that could lead to a loss or more casualties than needed. So lets take that Bandit Camp and send a scout.
![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tHNUV6TMhXewP2nicNJQgFFqbX3UDFyWLZyLeiipwFT6TqaYYQLohS5FMdkeVus1Yb1.png)

Bandi.jpg

So what does that tell us? As we can see the bottom left corner is heavily guarded. There are more armed peasants to go against and its harder to break through the towers. So the report helps us decide where to attack best. In this example it would be best to send the troops from the bottom right. Maybe with some catapults aiming for the thin wall.

Cause remember, the only goal to win is to reach the inner part with just one unit. If you manage to do so its an auto-win.

PvP

So the example above was just an A.I. enemy (a Bandit Camp). When going against real players every castle can look different.

E.g. the left castle-layout focuses on water as an obstacle to give the archers within more time to shoot the enemies wheras the right one has instead more oil Pots to burn armies coming from any angle. Quick note: below you see the "colapsed view" where towers and walls are minimized for easier viewability. Castles.jpg

So when building your castle-defense you have tons of possibilities:

![Buildings_Defense.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tbF1NwSzGiUVmMXprezySahxStD6Vx5JVUaARDjSt9LefS5Xbtx2v9FmRtmiZA4SekB.png)

Increase the number of defensive troops within a castle
Are placed in the grounds of the castle in order to injure any attacking troops which walk over them
To place boiling oil pots around your castle, you will first need to place a Smelter. The more Pots you place the more smelters you need. Oil pots may be placed on any stone wall or tower. When an enemy unit comes near the Oil will fall down and burn any unit on the ground. Slows down enemy attackers and need to be dug up in order to pass. Turrets are special towers which contain automatically-firing archers (good against Troops) Tunnels are exits outside the defendable build zone, where armed peasants may emerge. That way you can fend off catapults from behind. A ballista tower is a powerful auto-firing ranged weapon (good against Catapults) Bombards are powerful auto-firing ranged cannons (good against troops, does damage to area but fires more slowly)
All these castle-buildings are at your disposal providing tons of possible castle-designs and layouts. Over the time there were several high-end castle builds that emerged but sometimes you can still find new and interesting takes from players. Thats why blindly attacking another player without any intel is almost never a good idea. However no castle is indestructable. Sometimes you just have to send several armies to attack the village in waves.
![combat.png](https://files.peakd.com/file/peakd-hive/moriarty95/23sxBh1CW1Q5MNQssEVdsUuFxEk6R12sVgGRqXGWiUxQMtGgNSo195hED3d5KHNesqq8E.png)
- **Capture** : Allows you to take over the village you are attacking. To succeed, you must reach the centre of the keep and have a captain which survives the battle - **Raze** : Allows you to eliminate the village you are attacking. To succeed, you must reach the centre of the keep and have a captain which survives the battle - **Pillage** : Allows you to steal a certain percentage of goods from the village you are attacking. - **Ransack** : Allows you to destroy buildings in the village you are attacking. - **Vandalise** : During this attack, troops will simply continue attacking until they reach the keep. - **Gold Raid** : Can only be used if you are in charge of a capital and steals gold from other capitals. Reaching the centre of the keep automatically results in a win. For **Pillage / Ransack / Gold Raid** your troops must stay within the castle's white line for a set amount of time for the attack to be successful. The more buildings you attempt to ransack or the more gold/resources you want to steal, the longer this time becomes and the more challenging the attack will be.

Allthough the PvP aspect of Stronghold makes the game really interesting I don't think SL will implement a PvP system anytime soon. However I can imagine seeing a PvE mode:

PvE

In Stronghold there are not only human players on the world-map. You can find various A.I. enemies like the ones below:

Enemy AI randomly spawns on the world map. Some may be attacked by players in order to gain rewards; however, they can also attack players, robbing them of honour and resources, and occasionally destroying village buildings.

PvE.png

The different A.I. enemies also have different influence on the players. The main motive for a player to attack such enemies is: - Removing negative Influence on Production in the tract - Quests (Which I will talk more after the Enemy-Descriptions)

1. A.I. Siegeimage.png

Enemy siege camps periodically spawn on the world map, sending out simultaneous attacks against all villages within the parish. The attacks gradually become larger and more difficult to defend against, before the finally ceasing and leaving the parish. The strength of attack depends on the player's rank. Players can gain honour by successfully defending against these attacks and lose honour if the attack is successful.

  • Enemy siege camps cannot be attacked, they just vanish on their own after some time.

  • Enemy siege camps do not cause negative popularity.

Its basically a constant threat to put a little pressure on your castle defenses. Otherwise every player would be fully protected all the time. I could potentially see SL doing something like that, maybe Chaos-Legion forces that attack from time to time and if you dont have the cards to defend it gives you a negative bonus on production or something like that.

I guess destroying / downgrading buildings / steal resources could be a little too far, depends on the challenge

2. Wolf Lair Wolf_.png

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Wolf lairs are some of the weakest targets which players can attack. The number of wolves found in a lair depends on the average rank of players in the tract a lair spawns in. The higher the average rank, the larger the wolf lair. The only way to know the size of a lair in advance is to scout the target.

  • Wolf lairs do not attack players castles

  • A wolf lair in a tract causes negative popularity resulting in lower production

3. Bandit Camp Camp.png

image.png

Bandit camps are medium strength targets which players can attack. They are like Wolf-Lairs, just a little stronger. The size and strength of a bandit camp depends on the average rank of the players found in the tract a camp spawns in. The higher the average rank, the larger the camp and the more troops it contains. The only way to know the size of a bandit camp in advance is to scout the target.

  • Bandit camps do not attack players castles

  • A bandit camp in a tract causes negative popularity resulting in lower production

4. A.I. Castle AI-Castle.png

AI castles come in various shapes and sizes, as well as housing several different opponents. - AI castles will attack players within that parish with either pillage or ransack

They are the strongest A.I. enemies following the typical Stronghold difficulty-levels 1. Banner_Rat.pngRat (easiest) | -10 to popularity 2. Banner_Snake.pngSnake | -18 to popularity 3. Banner_Pig.pngPig | -25 to popularity 4. Banner_Wolf.pngWolf (hardest) | -32 to popularity

Also their castles and defense are built differently

![RAT.png](https://files.peakd.com/file/peakd-hive/moriarty95/23uFHJ92BSqYRCegmxbAycmuWMPhY7Rc93RXSUTpvzNwwnKuFvdNsHkFjvDnfbFmJcmit.png) #
THE SNAKE ![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tH81hA916GJdbs7KxmresmsTm2VVPmyzkb9qSXwZXiZPAtn48rF4shadRs5ufbt4P4v.png)
![Pig.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tkp93w72SB8aj6rxHySQDAfcZ6pQa9PHyAubpNhrfgrADWTpenTJRxyMuKdrvhZuGZh.png)
# THE WOLF ![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/23t7j4YYcHruS4mRyvQQWhECTama3a9NdQmXpcSk1fYQLgKxTYuH12WfqLZCzJjdPCoPd.png)
# THE RAT ![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/48FG2NeJCLhvvDEP7FaXTNLEYnNHwGz2dsigtHtDL43gqtgCwzGvbePKGu6BQxMuYU.png)
![Snake.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tkhyRThdbxbjj6BJN9L5fKmF3UdHDUhwxhsF2GrV3Hmus3xsCTNCxnkS6W1HmPGTHBa.png)
# THE PIG ![image.png](https://files.peakd.com/file/peakd-hive/moriarty95/48GhydurDNCBoLthDYV8yXBAchvrNZ5ufhW6dSq483HwKDFryjgdJFgtuDMhLURmyt.png)
![Wolf.png](https://files.peakd.com/file/peakd-hive/moriarty95/23tvCaxsBrihbtqtcDmwFxTsfYfcXBTLWWzMyCokCea9ciTUVisrWM9AvKGduVoF4Z5dF.png)


















































So thats pretty much all the A.I. enemies, which leads us to the question: Is the only reason to destory A.I. enemies to get rid of the negative production bonus within the tract? The answer is No. Another main reason to do so are QUESTS bringing us to the final topic:


QUESTS

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Quests are the most important part of the PvE-System in Stronghold.

Quests are tasks that are undertaken by players in which they achieve certain targets in order to attain different rewards for completing those targets.

However you can only work on one Quest at a time.

Looking on the screenshot above it shows my account where I am already doing the last few quests in the end-game, hence they are already more difficult to acchieve like: "Destroying 10 Castles of the Rat" which when completed rewards me with Gold and Card-Packs.

Some Quests, but not all, appear multiple times but the targets and reward increase with each level.

The very early quests act as a form of tutorial. They are very easy to complete and incentivize you to try all the different aspects of the game. Like building a certain building in your village:

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So there is a wide variety of quests to be done: - Destroy certain A.I. enemies - Doing certain PvP tasks - Building certain buildings - Forage a specific amount of a resource - Earning a specific amount of Gold by trading - ....

And many many more which are really fun and rewarding to persue. Some Quests also have a specific time-frame you have to do certain things, like destroy 20 Wolf-Lairs within 24 hours.

And the Rewards you get can be all kinds of things, different ressources, gold, other currencies, Card-Packs or even a ticket for a Spinning-Wheel where more prizes await you. Sometimes you also have the choice between two prize-options.

However not all Quests are available to players at once. Quests become available as the player ranks up (there is a whole ranking system that enables you to have more quests and allows you to have more villages) and also when previous Quests are completed.

Moriarty Divider_2.png

And these Quests are probably the biggest thing I would love to see when it comes to Splinterlands-Land. Having various tasks to do and increasingly publish new ones. They could even be offering fun and challenging Season-Quests for all players combined with some sort of Land-Expansion-Leaderboard.

For me that would be the perfect opportunity to give the land-Expansion more depth in gameplay.


The worst case scenario that could happen for me would be that the land-expansion offers no PvE element at all. Because then it would probably be just:

  • You have 1 Building spot per plot (so not really much choice)
  • Upgrading Building is a ...-Sink
  • Getting tract/region bonuses is a ...-Sink
  • Resources and Crafting happen automatically with totems and cards as boost so its actually just a Staking-Reward-Mechanic
  • No Pve/PvP/Voting-System

And thats it....

Cause just imagine how t

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