I agree with the greater notion of this thread, that at the moment, village options are rather flat, and do require a slight amount of mechanical aid to deal with the costliness of absence, that not all of us will have 24 hour surveillance and time to act against crime. While I am a big believer that communities can function fully with only social rules, I do agree that portions of these suggestions can go a long way in providing a bit of flavor and accountability for bad seeds within a community.
I agree with this part of the first proposition:
TeckXKnight wrote:1. I propose that members of a village should not be permitted to destroy production facilities without special permission from the village lawspeaker or chief. This includes production facilities built by the player trying to destroy them.
I do not agree with the sabotage portion, though I understand where that is coming from. It is relatively simple for someone vandalize at will, and I think that should be the case. The option for violence should have the opportunity to occur at the drop of a hat--but there and then at that moment should be the accountability, which means the leaving of vandal scents.
What this proposition then seems to become, without the extra feature of sabotage, is the plea that Village Idols come with the similar features of a Personal Claim, managed ultimately by the Lawspeaker, and as to which Claim permissions will supersede the other, that should be a check box left at the hand of the Lawspeaker.
Though, before I get ahead of myself, it may suffice to say that to even favor suggestion #1 is excessive, and that the current system as it stands is close enough to fine, and could be made agreeable by an aware city-planner. I say this because I've dedicated a lot of time to making and testing as open a city as possible, where I've come close to my goal. This involves mostly the inclusion of Personal Claim rules.
A Personal Claim cannot be within 5-tile's distance from another Personal Claim
A Personal Claim, claims immediately 5x5 tiles with the Stake centered.
A Personal Claim will remain rectangular and extend only at the cardinal directions (So that means no oblong shapes).
With these rules in mind, it's possible to make city that is open, with private properties, business sectors and so forth. I would go so far as to suggest that it should be possible for players to stake multiple Personal Claims, but with the LP Cost for expansion to increase exponentially, and adherent to the aforementioned Personal claim rules. So instead of 10 LP per tile, it becomes 100 LP with the second claim, 1,000 LP with the third claim, 10,000 LP for the fourth claim and so on. This way, the necessity for claim alts will diminish, eliminating "annoying workarounds" as TeckXKnight put them.
The second suggestion, I do not find myself agreeing with:
TeckXKnight wrote:2. Hearthfires are unintuitive for new players and a deathtrap waiting to happen for criminals. In its current system, hearthvaults become the norm and the concept of having a traditional village is lost. Instead, raiders have a little 10x10 box of bricks. Hearthfires should be securable inside of traditional buildings and should only be summonable on contact rather than at a range. Houses should have a special room just for storing hearthfires. It is not a necessity to place a fire in there but once someone does, the area becomes only accessible to them until someone forces the door or destroys the house.
Having criminals summonable at contact seems to promote walls. And even if the system was made only pertinent to villagers, it would still promote walls. Though I can imagine a few ways this Hearthplace could be implemented into homes, it seems counter-intuitive, though it would still make a nice location to stick Hearth Fires. I imagine them actually being placed within an actual Fireplace-like location, similar to how you can stick objects underneath a leanto.
As for the third suggestion, I find myself disagreeing with it. It is in a word, excessive, and I think just the ability to change out locks would suffice. And I mean of course to change out locks without the ill-conceived need to bash down an entire gate, only to rebuild it again. It would work like this:
1. Collect the materials to build a new Lock and Key.
2. Craft the new Lock and Key item.
3. Navigate to the "Apply Lock and Key" skill.
4. After clicking on the skill, click on the object you want to lock. You will receive the New Key in your inventory and the Lock and Key item will disappear.
It would be wonderful, you could change out locks on your compromised gate, apply a lock to your cellar door, even your daughter Helga's pants! For simplicity's sake, changing out the lock to an object that you do not own the Original or Copy of the key should not be possible, nor should it be possible if you do not have a claim over the object. These parameters would then exclude the locking of objects that do not already come with keys.
I think the key item should not be abstract. I feel that their presence in the world is an important feature that can be lost, destroyed or exchanged. I feel that the further we stray from the personal interaction of features, the farther we get from the HnH experience. When community experiences become automated, such as the defense of location, I feel it becomes a bit of a cop-out on the importance of trust and social interaction. I would only go so far as warning systems that would alert the community that they're under attack.
With regards to teleportation, I would be more than happy to see it gone altogether. I feel it's important that armies need to march to their goals, not spawn on top of them. I feel that the influence of one faction ought to be dependent on the connections they hold within their immediate community. I feel that a global economy should be earned with a well thought out transit system, rather than an expectation with multiple village idols. Teleportation seems to, in many ways, cheapen the experience of community and the necessity of trust that comes without it.
As far as Jorb and Loftar listening or caring--they've gotten this far, and we're still loyal guinea pigs for their cash cow. Here they're free to experiment without fear of losing business, and I hope they exploit that so that we may enjoy some interesting gameplay.