Groniak wrote:Honestly, i think Nidbanes should be removed from the game entirely....but that's another story. I can't shake this feeling that the world was a lot more alive before Nidbanes were introduced.
I don't know why they're around still. They were intended for your small hermit to use to fight against the Big Bad Factions but now it's completely useless for small hermits.
As a matter of fact....i think that would be a pretty good way to 'make theft great again' without touching any of the other mechanics. That way the thief still gotta break in bases the old way, yet retribution must come to him the same way, otherwise it's kinda unbalanced: thief takes 24 hours to break into your base, and all you gotta do is grab a mandrake to send a magic killer to him. Granted it might be nerfed to shit, but not every thief is also a fighter, and i'm sure the very existence of Nidbanes was enough to discourage a lot of folks in the shady crowd.
I paused from commenting on this thread because, well, frankly it's a nice steaming pile of shit. Bad 'thievery' changes that are just siege changes in disguise that don't improve the system in the least bit. Thievery is a trap for most people; factions wont need to use it as the only bases you can steal from that have decent loot are protected (and thus need sieges), and abandoned bases generally arent worth stealing from and leaving scents/being outlawed for a while.
The OP is constantly arguing about how the mechanics can be 'balanced' and 'finely tuned' without realizing that they are flawed to begin with. Can it eventually be made to 'work'? Sure. Is it worth it? No. It'll succumb to the same downsides as the current siege system has except with a new skin.
What needs to happen is a bit of a rework on what happens during a siege 'after' the break-in, in order for concepts like this to be viable.
For example, if vandalism was made significantly harder (a process of hours to destroy smelters, houses and much longer to destroy containers, for example), I think having a way to 'jump' over palisades would be fine, as long as you more or less only have a certain amount of time to get in, get out and can't 'break in' to the village for some time again. Brick walls would be even harder to jump, and perhaps some more defenses could be included to 'trap' a base and defend against people who jump in (although something would need to be done about multi-walled bases too).
Since locks on containers and houses exist, it'd be a viable way to make those mechanics a bit more interesting (if, of course, those containers became much harder to break overall, and a method to 'nail them down' introduced so people can't just run off with a chest).
This way, the end result is that you could spend a couple of hours to 'enter' a base once (and not again for a long cooldown), and grab an inventory of stuff you can get your hands on (admittedly it's quite a lot! but you also dont want to be caught out while you have two traveler's sacks worth of goods and merchant robes and a backpack on instead of combat gear) without the capability of 'breaking' anything inside (unless you really want to, i guess, but such a thing should take a long time). Then, you leave, and have a nice few scents in the place you stole to be tracked back to and so forth- a heist, so to speak.
Queen of a cold, dead land. Caretaker of the sprucecaps.