Onionfighter wrote:Having a dead ancestor who is stronger that the decedent, a player can build an alter and start worshiping. This will allow the player's character to (very) slowly gain the attributes of the ancestor until they are equal.
-Stopping the worship could cause the decedent to drop down to previous stats.
-The process could be linked to the tradition/change slider i.e.: the further the person is toward tradition, the faster the player gains their ancestor's attributes.
Honestly before they put AW in I imagined it a lot like this but not 'slowly' maybe, say %10 per item. So initially you have to put in 10 items. Numen isn't spent but rather naturally accumulates as the AW requires sustenance. Eventually you can't sustain it and you have to make a bad sacrifice which nixes all your 'buffs' because that would essentially be what it is, buffing you stats to the previous ancestor. At a certain point in time, obviously, you may surpass your ancestor and AW no longer becomes relevant except perhaps for one or two skills you left behind in favor some something else.
Also, the current AW system just reeks of magic.
Also if they did add aging of some kind then AW would become a staple for making a well developed character. Obviously the idea would be to spend a lot of points on one skill during each life and be dependent on AW if you want to do anything outside that. And there should be no decay of the family tree. Each stat or skill is simply gleaned from the strongest ancestor.
Coupled with diminishing returns on combat stats this could be the PvP balance we're looking for.
Aging would be dependant on time spent playing. Combined with a rebalance on LP accumulated by task and perhaps affected by civ as discussed elsewhere I think we may actually have something that resembles reasonable and enjoyable game-play.
Edit- After smoking about it I realized that diminishing returns would be a must but something like %5-10 would be reasonable.