by Avu » Fri Oct 21, 2011 4:49 pm
How will depth alone be desirable when every single breach in a town will put in danger sometimes far more than the simple full tradition life of a fighter alt? One of a time smelters and kilns that can not be reproduced (you know the reasons extreme trade prices, vandalism of nodes etc), loss of high q forests (maybe forever), theft of high q tools death of the actually important crafting characters, destruction of silk industry shit that takes weeks to set up if not more. You may respond with well better protect those too with more depth but sometimes the geography of the place simply does not allow to build extra layers of walls not to mention the material costs the time invested the availability of resources and any number of other aspects that make actually building shit.
I am fairly certain there is no way to balance this aspect without the game finding ways to distinguish between lived in places and simple vaults. Why do I think it's such a big problem? Well it's a matter of how I want to play the game rather of how the game forces me to play it now. I want to be able to be proud of a production center, I want my e-wealth to not be just a liability and a flag of come here and steal and destroy shit while you cowards hide your main towns and simple jump from vault to vault. I want to not be forced to basically be a dick and hunt every other town that is not mine to root out the fags that hide in vaults (sometimes the combat alts never ever even visit a main town). I want to be able to be a "good" guy if that's what I choose to be rather than tiny production centers spread out and ultra low key and an army on the side that goes around attacking everyone allied or not without any way to attach responsibility to the truly important and vulnerable part of the war machine the production centers.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."