Raki wrote:I must say I find this idea very interesting. With enough attention and maybe some modifications I think it could work.
What I like is that it inserts some kind of realism into current intrusion systemm in a way that no one sane enough could ever say that a farmer who is asleep (offline) would not be woken up by someone slaughtering his chickens/cows/destroying whole farm. In addition it doesn't destroy current pvp/thieving system, because experienced career thieves would still be able to easily steal valuables (at least some number of them) but could not destroy everything just for the fun of it.
Like I said I really like the detection bar idea... As for what should happen once someone is detected, I'm not sure. It should be thoroughly thought through.
Sleeping farmer (being offline) is exactly what I had in mind, but skipped it because my post was already way to long. And yes, these rules are meant to preserve all aspects of HH as its creators envisioned it. As I said myself, penalty for detection triggering is something delicate and should be discussed.
Prism wrote:ya if someone wakes up to find they've been robbed it should look like missing necklaces and chicken eggs not marauding army resupply aftermath
Exactly. But with this system, it is statistically possible for an intruder to do massive damage, but he must be well skilled and ready to take some risks during raid. So, its not a strict and artificial limit but a deterrent factor.
DeadlyPencil wrote:something simplier like this would be better imo. something like the following:
on entry to the claim a check is done for perception*exploration vs intel*stealth. There is no pass or fail, just an effect on the status effect applied to you.
depending on the different between the 2 stats, a larger or smaller status effect would be put onto you, the status effect would essentually be a perminant thorn in foot effect while you are on someone elses claim.
and if you have a scent from that person, you can right click the scent to gain protection from the effect so it doesn't hurt you.
First, I appreciate your attention and willingness to improve this idea. Ill note few disadvantages of what you proposed. Also keep in mind that my system if implemented would not be as complex as it would be fun and very intuitive.
- Allowing for two constants (perception*exploration vs intel*stealth) to clash directly without risk/chance factor is a way away from fun and towards grinding. For example, my system theoretically allows 3 day old newbie to successfully steal something from 2 year old veteran. Even when his detection bar is 98%, he still has a chance to succeed. Head-on collision of numbers is never fun. Chance must always exist for excitement.
- Effect that goes through armor and does physical damage while on someone's claim is over the edge IMO. I might be wrong.
Hiding behind seemingly obvious simplicity does seem tempting but is not the right way to go, also IMO.
What worries me more is that I have put considerable effort and good will into describing this. Some signal form jorb or loftar would be fine as they decide what they are doing with their game. They could, without obligation, show at least in few sentences what they think of this. Or simply stop me. Its their game.