You mean we become force to increase this game of ours and create scout bot.stya wrote:Do people even fight for their control? The only thing I've seen everywhere is bot, bots, botss doing a race on who will be the first to harvest the node. With dynamic nodes, at least we would have to look for them, travel/scout a lot and get out of our safe zone.Astarisk wrote:That defeats the intended purpose of the nodes. They are meant to be a resource people fight over and control... Might as well just remove them instead imoshubla wrote: This would be cool.
I like the idea
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Ysh
- Posts: 5953
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Re: Songs of Salt and Ice
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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stya
- Posts: 1037
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Re: Songs of Salt and Ice
If you really want toYsh wrote: You mean we become force to increase this game of ours and create scout bot.
But it will be at least much harder to code. Add to that some decent requirements in terms of per*expl + skills to see the nodes and at least when you'll kill a scout bot it will hurt whoever made it.

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Kaios
- Posts: 9268
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Re: Songs of Salt and Ice
I don't see how that's much different than what we have now in terms of promoting conflict. Yes I understand they aren't promoting any conflict at this time but it is true that was their intended purpose.Lunarius_Haberdash wrote: No one fights over them because they're all already claimed. If a claim wouldn't work, the second one disappears it would be a race to find it first, which at least forms some kind of competition.
Also, as people are already *not* fighting over them, the race to find them at least puts something of competition on the board.
Remember, even though they move about the board upon depletion, they still have a life-span during which they gradually produce resources in declining quality before vampfing off to somewhere else. There is still a resource to control, and then find so it can be controlled again.
Presumably the resources still aren't claimable even if they would be moving around and I have a hard time believing anyone would bother to wall around an impermanent resource meaning there would be no difference compared to the current meta. It's possible this would cause some players to look around more often than they do now but I foresee the exact same "grab resource, move on" scenario with zero conflict.
The race to find them sounds exactly like what we have already, a race to find them.
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DDDsDD999
- Posts: 5766
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Re: Songs of Salt and Ice
Salt's the only reason people ever go outside. Had a bunch of salt fights at least. Definitely needs some improvement though.shubla wrote:Thats exactly what is not happening. No one fights over them.





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Patchouli_Knowledge
- Posts: 2248
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Re: Songs of Salt and Ice
A marriage of new and old is to have a good amount of static nodes and a few very good dynamic nodes that will appear from time to time that brings something to the table that will have people clambering over each other to fight for, the former to try to establish a village over to make it their own, and the latter to give reasons to go out and perhaps make outpost to claim it (insert outpost feature) and defend it against others that will want it.
The dynamic spawns should be very valuable but also pretty rare. its temporary state makes it potentially tough to decide to fortify it with brickwalls but also its lower defenses would encourage others to create conflict.
The dynamic spawns should be very valuable but also pretty rare. its temporary state makes it potentially tough to decide to fortify it with brickwalls but also its lower defenses would encourage others to create conflict.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.