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jorb wrote:One thought we've had is that it'd be nice if there were symmetry between attacker and defender in that: If you go on the offense, your production line is left vulnerable. However, this ambition is easily foiled by the creation of specific war villages, or the like, by which the symmetrical risk the attacker takes through attacking is partitioned away to a meaningless alt village without meaningful production lines.
The perhaps best realization we've had of this thought is that of a "Raid Moon". I.e. a server global time window -- eight hours once each week, say -- during which the game takes on more the character of a free for all; raiding is significantly easier. Under such conditions it is by definition true that the state of being able to attack someone is intrinsically linked to the state of being oneself possible to attack in return.
Under a "Raid Moon" system, however, it seems likely that PvP simply becomes a question of who can leverage more combat ready characters. Is this desirable?
Please discuss.
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Symmetry yes,
I agree that attacker and Defender need to have some common ground in which they can either gain access to loot or characters within a personal or village, Or destroy the means by which this is done/ Defend oneself.
However.> I am unsure if there needs to be such a thing as a means to attack someone back should they attack you.
this simply is not at all the best means to ensure vengance for crime.. the Nidbane implementation is fantastic
Say for example One is attacked by a small force of three.
successfully gaining entrance to your camp or village and perhaps slaughtering someone in the process, but not gaining keys or ability to re'enter after repair.
(quite a specific example I know but bare with me)
What is to say that if this village has even a hefty number of players that they would stand a chance to attack back or even would wish to risk such an adventure?
for example in the description of the idea put forward I understand it to be just as easy for the attackers as the next person or group.
So for arguments sake lets say that you could somehow program the scents left by players to give a sort of lockpick ability or some such, then what is to say that the attacking village/faction/ farmer has not prepared an ambush for just this type or retaliation?
I am of a peaceful village and have yet to be griefed of attacked in the open, let alone anywhere near the village
It therefore does not bode with me to include some sort of raiding mechanic that allows me easy entrance to another person/persons walled off area.
I believe in my honest opinion that it should be of its very nature extremely difficult to raid another player and cause hassle to his/her progress within the game.
Lets take my own village as an example..
If i really were down to be an asshole i could long ago have had the ability to bash people's palli walls and caused much harm to my neighbours.
I could have force fed many alts with specific roles to play such as one to steal one to raid one to fight etc etc
and left my main characters who feed all these alts back in the safety of a triple brick
Alas i do not care for ruining other peoples fun in trying to level their crops, animals, curios, metals etc.
But if it must be implemented then i believe it should be made that raiders and rams on other peoples claims are leveled down by some scale according to the extent at which they really must gain entry or murder someone..
the more scents left :- the worse they are at combat / easier they are to track / worse it becomes when the ghosts find you
the more time spent on a claim doing criminal things :- the slower they can move / worse they defend / longer time they have to spend before fast travelling
Somehting to this extent i believe would be a nice tally to deter the criminally insane
On the flip side of this defenders should also be given some sort of debuff according to something like how long an attacker has been on the claim or perhaps how many times the attacker has not been caught doing something.
Although this would likely be an impossibly long and arduous thing to program
how would one go about making such a code?
Example.
I attack you by destroying some things and felling some trees on your village or personal claim.
this in turn slows me down in combat or makes me easier to kill but only by the owner or village members
also in turn this makes your walls weaker to me and perhaps makes me able to leave a ram less time because of already existing scents
defender may attempt to fight on the claim for an assured victory but perhaps the attacker may try to lead defender off of the claim to regain his advantage in stats?
much discussion need i think.
But a raid moon?.> no.... should be more personal and less universal..
These are my thought on that sir..
cheers for the food for thought...
The Nidbane has now given the option to retaliate without ricking ones own neck which is fantastic and multiple nidbanes at high q could be the end of some higher teir players if they are not careful about who they raid.
This is very good.
Shanked..