Background
This suggestion was inspired by the debate surrounding the proposed W12 siege changes. The main intent is to address the issues related to the purpose of laying siege on another Hearthling's base, in the context of balancing the risk vs the reward of both protecting against and attempting a siege. The secondary intent is to provide incentive for players that enjoy the hostile aspects of the game to focus on other hostile players, while likewise dissuading them from demolishing peaceful players. Please note: This post is written with the belief that that the ability to attack, defend, and ultimately murder a fellow Hearthling is not only what makes H&H uniquely enjoyable, but it is also a necessary mechanic of this game. Please refrain from the debate surrounding PvP/non-PvP servers and the like in this thread.
___________________________________________________________________
Reducing the attacker’s investment in a siege is only addressing half of the issue. The gains for the effort of the siege is the other half of the equation, and the ability to alt-vault valuables remains a problem. There needs to be other incentive to attack someone other than to annoy or destroy them.
Suggestion
Consider having an honor/notoriety system along-side the industrial grind. This system would be completely optional and would have no impact on the “70% of player base” that prefers not to take part. Players with an interest in siege and PvP, however, could strengthen their ability to siege and/or PvP, perhaps as follows:
For instance, Villages could choose to create a new type of authority idol, perhaps an “Altar of Battle”. Similar to realm buffs, this object would provide bonuses to the Hearthlings within, with the following differences:
- The benefits are combat/siege oriented, and would be strictly applied to player vs player scenarios. In other words, any UA/MC, STR/AGI/CON, armor, etc. benefits would not apply to PvE. Benefits could also be along the lines of improvements to siege mechanics (dmg, drying time, repair time, move distance, take your pick).
- The benefits would not be limited by the village or realm claim. Instead, all village members with the hearthfires located within the vclaim that has the altar would receive the buff.
- The benefits would improve slowly over time, as long as the altar is in place and untouched.
- The altar would also be a container that could hold PvP objects (perhaps skulls, or a new item like ears, badges, tokens, etc. or shards of broken altars, taken from enemies). Storing these objects in the altar would improve the benefits applied, and/or the rate the benefits improve with age. Removing these objects (either through the act of raiding and stealing them, or attempting to alt-vault the prior to a raid) would have an adverse effect on the benefits from the altar, perhaps even as severe as a temporary penalty. (Alt-vaulting to protect your PVP valuables prior to a raid is effectively conceding the fight, as you are giving up the edge that you otherwise would have in the upcoming Siege/PvP).
The players that are motivated by PVP mechanics would be rewarded in kind. Hermits and villages that opt not to build altars would be less desirable targets by default.
When inspecting a claim (instead of simply checking power level), the attackers could learn of the presence of an altar and perhaps it’s quality level. Higher quality altars would be more beneficial to ransack because they would provide better augmentation to the raiding party’s own altar. The altars themselves could be a form of trophy, bragging rights, or mockery.
This could be expanded or altered in many ways to solve part of the siege issue (or other challenges), but I hope the core concept is understood at least. Thank you for taking the time to read such a long post.
This post was moved from the World 12 Prelude thread to the more appropriate C&I forum.