Potjeh wrote:Traps should be capable of killing or seriously handicapping a character.
Just the latter, theres nothing interesting about instadeaths.
Potjeh wrote:Traps should be capable of killing or seriously handicapping a character.
They would need to work in both ways (meaning: affecting everyone).Potjeh wrote:Traps
You're just suggesting a way how to build crossroads on claimed area of another village.Siege claim
So we're all A.D. (just to name a currently powerful faction) in the end?Siege camps could also be tied into a system for taking over villages. Like, if you extended it over the enemy's idol it'd stop authority gain and disable porting to that idol, plus add a drain on the target village's authority. If you can hold the idol long enough (depends on how much authority they have to begin with) it'll go out and you can destroy it or relight it to take the village for yourself. The defender must destroy your siege camp before the timer is out to prevent this.
What keep you from leaving the village you're in for the time you need to hide?Secondly, they should be more expensive, ie you should be forced to build larger forts. A way to do this would be to make people summonable at their idol, which means that if people can get close enough to your fort's idol to see it, they can also summon-execute you with bows.
No, this is totally unbalanced.There's the question of villageless criminals, and the only solution that comes to mind is to make them summonable anywhere. Yeah, it's unfair to newbie thieves, but I think that the pros outweigh the cons.
Anyway, I reckon idol summoning could completely replace hearth summoning, so you could safely use the hearth as a travel bookmark.
Potjeh wrote:Traps shouldn't affect people with trespassing permissions, else you'd have to leave safe paths which could be found through mass alt sacrifice.
jackard wrote:I never really liked seeing 'safe' traps in games.
Potjeh wrote:Would it feel better if you had to have a map of the traps to move across without triggering, and could only move at crawl speed?
burgingham wrote:Why not make cr work like hearthfires and let them have no bounding box. I don't see much griefing potentital for that.
Avu wrote:Well that should be easy to take care of. Have new walls get crap soak until they "dry". There goes walling my wall with wall thing.
GreenScape wrote:maybe brickwall should require more resources, like 100 bricks for a section?
Potjeh wrote:Traps should be capable of killing or seriously handicapping a character. The latter could be some long-lasting debuffs that make a character useless in combat, such as doubling cooldown of all moves or drastically lowering skill values. They should also be capable of outright preventing a character from passing through, so that no amount of con will let you walk over them and destroy the ram. Traps also need to autoreset, so you can't just use a bunch of alts for demining. The only way to deal with them should be detecting (per*exp vs int*stlth) and defusing (dex*per vs dex*int), and defusing should run risk of triggering the trap and suffering it's effects. This way breaking a ram won't be a trivial thing, and failure could badly tip the scales against you in the upcoming combat.
Potjeh wrote:Stuff about siege claims and village idol summoning
Potjeh wrote:What's unbalanced about idol summons? How about an alternative - if a hearth is in building, you can summon by clicking the building it's in. Either ways, the point is that a tiny fort doesn't do anything for protection, it should require a large compound so you can't just build a dozen forts and keep switching between them till the scents expire.
Gauteamus wrote:Potjeh wrote:Would it feel better if you had to have a map of the traps to move across without triggering, and could only move at crawl speed?
Yes, that sounds interesting! The enemy could steal the map, or observe for weeks ahead of the attack where the villagers are moving at crawling speed and not. But then again, combined with toggleable traps, the villagers could crawl on purpose where there are no traps, and walk normally where the unarmed traps are, only to switch the traps to armed when they expect the attack.
DatOneGuy wrote:That's fine until you consider:
CR is still breakable: Public CRs always griefable
CR not breakable: CR griefing to deny 'building' since no one can break it.
aso11 wrote:NaoWhut wrote:Our grasslands will block out the sun.
Wait... grassland doesn't fly. Dude, you've been playing too much Minecraft.
notalbanian wrote:DatOneGuy wrote:That's fine until you consider:
CR is still breakable: Public CRs always griefable
CR not breakable: CR griefing to deny 'building' since no one can break it.
What about making CRs only breakable by the LS or chieftain of the village it's in?
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