jorb wrote:Avu wrote:Glad to see that in 10 years of development there is still no real correlation between the security of a place and the general activity of the people or lack thereof.
I would agree that a better gradient in terms of how fortified a place is would probably be desirable. I agree that it is a bit odd how throwaway palisades are about as safe as a large, well-established village.
There have been suggestions that claims should generate presence/authority
only when characters are actually living on them, instead of the current ability to fuel them from the far through actions that are in no way connected to the particular claim.
I guess it could be enough to track
XP events happening
on the claim, to
members which then build a pool that can be later be converted into presence/authority through the usual members gaining LP from curiosities (possibly only in case the gain also happens
while on the claim).
That should differentiate nicely between a vault and a settlement where actual living/working happens.
I don't think wall upgrades would be hard to implement in one way or another, I just don't like the mechanic that much. In any event, the suggestion that brick walls be given a use case was the smallest, and least critical part of this suggestion.
A dried Palisade could be the base requirement (used as the framework/scaffolding) for a brickwall. In case you don't like that: there should be at least a way to remove own walls in a
controlled manner (cascade needs to be controllable on restructuring own walls) that dosn't boil down to destroying characters hunger for days/weeks (as having to wreck over and over again).
Feel free to suggest "sensible systems",
Maybe something like
viewtopic.php?f=48&t=62403 or
viewtopic.php?f=48&t=52611 to make the outcome less binary.
and feel free to point out things that are useless.
Endless growth in numbers, as that removes your ability to nerf things that get exploited by a fraction of the users without permanently penalizing all others that didn't concentrate on obtaining the gains from the unbalanced thing as quickly as possible (see Kebab).