by Twerp » Sat Jul 24, 2010 8:35 pm
That'd work, I imagine. I don't really have a grip on the in-game economy and the value of things, I was mostly concerned that it might make certain inedible animal parts too easy to acquire. Though I'm enough of a newbie that killing a bear seems like a nigh-unattainable holy grail, so maybe take my thoughts with a grain of salt. Also I'm a big baby that's scared of getting whacked in a poison arrow drive-by~
Would have to give some thought to the accessibility of poisons, though. Namely, how easy/hard the different varieties of poison-making herbs would be to find, not to mention what these different varieties actually are, what skills would be used in their making (as well as the antidotes), and so on. Implementation-wise, I'm not entirely sure how one would strike a balance between being just another way for the more entrenched, established players get their Imperialism on, or winding up as something that enables weeks-old players to bump off their statistical betters. But I'm kinda dumb like that.