Breaking the Monotony Nothing is more boring than the monotony of chop, chop, chop, chop, chop on a tree at the citadel. No matter how fun you make it seem, it is dead boring and monotonous. But, what if you were able to break the monotony and be rewarded for completing a "random event" in the citadel? Imagine there you are chopping away at the tree when all of a sudden, it sprouts tentacles from below the ground and starts spitting goo at you, trying to prevent you from cutting it until it has been defeated! In this thread, we will encounter some random events built for skillers and for combatents to help break the monotony of citadel skilling. 1) Basic Mechanics The basic mechanics of how these events occur will entirely depend on what Tier the plots are as well as the number of people in the citadel. There will be more advanced mechanics (such as using the guards to assist in doing the event / managing guards morale) explained later on below. As it stands, there is only 7 Tiers and as Tier 1 is the starter, it seems unfair (and pointless due to upgrade requirements) to put these events in for Tier 1. Tier 2 will be the start point for the random events to occur. The mechanics for spawning are as follows; [(#People in Citadel/#People Skilling on Plot) + (Tier/2)] = Chance Percentage (Rounded to nearest whole) of event occuring (capped at 10%) The higher the amount of people in the citadel, tier and people skilling at that particular plot increases the chance of the random event occurring with T7 being the highest possible to get 10% chance of spawning. With this update it is heavily influenced by the amount of people in the citadel at the time and the amount on the plots, in other words... the more people skilling, the higher the chance of a spawn which is what you ideally think would occur. On top of being a percentage chance of occuring, there will also be a built-in limit on when it can occur. You don't want to be dealing with an event, then having to deal with another one 5 mins later so a built-in check on top of the chance equation to check if there has been an event within the past 30 minutes (i.e. when event is finished, it resets a clock to start the chance of spawn again [of course entirely dependant on the above equation after the 30 mins are up]). 2) Advanced Mechanics The more advanced features consist entirely up of guards (and if you have T7 and a Dragon, it can be used too!) and how you can use them to help with the event as well as morale. First off, these random events will be completely toggable via a tickbox in the Citadel Management, so if your clan does not want to participate at all then they will not occur. By default the tickbox will be unchecked (no events occuring). Only the Owner/Deputy Owners can tick/untick this box to prevent people from turning it on at random. If you do tick the box, it can only be unticked after 24 hours, and vice versa. There will be also be a permission in the Events settings (Clan Settings -> Clan Permissions -> Events) to toggle whether that rank can call the guards and the dragon to help with the event as well. If a random event occurs then you can call in guards to assist you (via 3) Plots Dimensions 18 x 10 for all plots • Woodcutting Plot Pic Link The woodcutting plot event will be of up to a max of 3 tentacles (dependant on amount of people in citadel at the time / tier of plot) sprouting up on the bridge side of the plot. It will shoot goo at random spots of up to 7 squares away (area inside purple lines) which can be picked up and used against the tentacles. • Mining Plot • Firemaking Plot • Smithing Plot • Crafting Plot • Summoning Plot • Cooking Plot