jorb wrote:[*] The cost of activating an "Ancestral Ward" is 0 + (1 * Number of Activations of Ancestral Ward) Numen points.
Is this formula right? Ward 1 is 1 numen, ward 2 is 2 numen, ward 3 is 3 numen?
This would make new players really, really screwed over, trying to experiment and learn the game. Figuring out what they can and can't fight would result in destroying their ward/numen count. Also miners that like risky mining without supports would have to be alts to not destroy their numen costs, or just any task that can risk ko's. I think this ward should be exclusively for PvP. Also, having to actively add protection seems like players unaware of it would just get screwed over. I think a system like this should be more of paying off a debt rather than creating protection.
jorb wrote:[*] Another new/old skill "Murder", is introduced. If you do not have Murder, you cannot have Combat Relations with K/O-ed characters.[/size]
Why re-add this? It just makes it so people need to cheese-kill others until the 2nd day. The cost is usually negligible.
Are outlaws going to need to get KO'd multiple times to kill them?
I feel like this would just make knowledgeable players think "oh I don't have any wards, can't go outside my walls." So people won't leave their walls until they get a ward (which might be intended), but the characters won't ever actually die. Any mechanic in a game is going to be gamed as much as possible.
I do at least think this is better than the current system, where the gamed mechanic is to not buy rage and turtle under walls.