I know we have nomad credo but it feels more like traveler or explorer credo than nomad to be honest.
And this is a bit different.
Nomadic Tribe Credo requirements:
- LP Cost*: 150,000LP
- If Fisherman, Forager and Hunter credos are done (and no other else), Nomad can be replaced with Nomadic Tribe Credo. If done so, it cannot be abandoned and warning pop-up appears for confirmation and description it cannot be reversed!
- Player lose all claims (insta-declaim) and is refunded 50% of their investment cost. Additionally all currently belonging bonds vanish. Effect takes after purchasing credo.
Negative impact:
- Player can no longer do any other credo, with exception to Strider and Herder (and maybe Tailor)
- Player can no longer have Yeomanry or Lawspeaker skill
- Player has permanently turned on criminal acts and cannot perform actions on a claim crimeless, regardless if friendly, allowed or not, without committing a crime.
- Village kin tab is replaced with Tribe kin tab
- Only players who opted for same fate (Nomadic Tribe Credo) can join your tribe
- Other players can distinct when criminal odor is left by normal hearthling or nomadic hearthling.
- Nomads must always return to their tents before 24hours pass or they will gradually loss hp (to prevent vaulting)
- Nomads cannot go throught visitor gates (which means trading a nomad player almost always bring a risk)
Positive Impact:
- Player has (hidden) permanently passive buff called "Nomadic Tribe Stench"
- Player can build up to two nomadic tents (bigger and smaller one), only people from same tribe can access both tent if correct priviliges are set in tribe tab, for both tents
- Each tent marks 10x10 area around it with nomadic stench. Any player (non-tribe nomads too) will leave a trespass scent,no damage included, regardless if criminal acts are turned on or not.
- Nomadic player no longer leave trespass stench on normal claims
- Protection is a huge immunity, depending on player activity. If the player is offline for longer than 24 hours, tents become raid-able in no difference to normal claim
- Wild Animals do not despawn when attached to tree. Taming process happens naturaly during time, without punching. Quality of animals is not lost upon transformation from wild to domestic (and unexisting ones are RNG rolled)
- When branded, regardless if still wild or not, animals will refuse cooperation to anybody else as long as owner is alive (no inheriting animals, must rebrand)
- Tents stops any claim going over them, like a normal claim would do (+ village)
- As long as they're offline (regardless if currently criminal), they cannot be aggroed in their own tent!
- As it currently stands and might sound stupid, ram is required to siege tents, when nomadic stench is active. Nomadic people gains huge buff speed to destroying rams on their territory...
...however if they're offline for too long, rams dry faster on their terrain
- When killed, regains 70% less LP than other hearthling, but regain 50% more stats than typical hearthling.
Nomadic Tribe Stench explanation:
Since nomads per see can't own a claim and thus can't wall themselfs and probably most often will be living as criminals and raiders, players of this sort also should be offered some protection but be un-able to vault. It's power depends on player time activity
Nomadic Tribe Stench offers nomads 24 hours protection: from last log out :
- bashing their tents and stealing their animals
- Unfriendly player who enters nomadic tent before 24 hours passes, loses 40% Max HP upon entrance (no wound), every 40% Max HP (wound) for just opening any container and 10% Max HP for every item they pick up from a container** (wound)
- They can logout normally and cannot be attacked as long as they are offline (for less than 24h!)
- Player who stays in a tent for longer than 5 minutes, takes 1% damage for every minute spend inside (no wound)
- When enemy tribe member enters other tribe territority, there is no special behaviour and enemy nomad will be treat as normal hearthling in those matters, one nomad stench might be worse than other
* Cost is reduced or increased based on player choices (40k LP for credo cost + Rage, Vandalism and theft cost if not purchased, LP refunded if Yeomanry and/or Lawspeaker was purchased)
** even if harsh, it's to stop people from going mass alt thieving on them in theory, to enable some sort of real nomadic live with both dangers and benefits of it, I still think the cost should be higher.
Long idea. Had it while working. Wanted to share. Might do similar thing for Cave hermit. It gives more meaning to credo and gives irreversable consequence even after death of character. Was fun to post.
Also was considering if this shouldn't go with some faster sieging / slighty higher damage from sword, but then, it would be very interesting options for factions to use and I wasn't sure if I want to give them so much power tool.