Village LP income and distribution.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Village LP income and distribution.

Postby Psychicdefective » Wed Sep 19, 2012 8:37 am

I was thinking that if in haven and hearth, in addition to the curiosity system, some sort of Local leadership level distribution of LP was made available.
Basically an established village makes LP.
The more sacrifices made at the altars, Refined goods produced and then sacrificed, The number of structures in use within the town's borders, It all makes LP. Which is up to village leadership to decide on distribution. Basically that random guy, let's call him "dingus" gets more LP because he's online often, and we need a guard. The leaders are trusted to distribute this LP fairly and impeached if they fail to.

It allows players who play more, and produce more useful things (the surplus of which is sacrificed to the ancestors) to contribute not to their own leveling but that of the civilization or tribe they are part of. However this makes it likely that a group might put all it's effort into training up one invincible badass.

Why not? cultures produce epic heroes all the time.
Max LP gain (for a given settlement) could be capped by the average LP of all the citizens, thus preventing Alt spamming. You're not rewarded for pointless tasks, your village is rewarded for you actually contributing to the economic machine of your village.
Keep the curiosities as well of course. But just make it seem like when I play, I'm actually doing something useful I guess.
Back in world 3 I had a guy in my village. He was an unstoppable murder machine. I would walk into the woods, cut down trees, stump them out, plant new ones and stack the logs so he could bucket with them. Later on I went a little crazy with mining. I felt like I was doing more for my village pumping our primary guard up than I did when I was acquiring buttloads of ore. Once we had tons of metal saws, we gave nary a damn.

So as for sacrifices and handling distribution, every day the ancestors would demand a thing. For the whole day, the entire world economy would switch to acquiring that thing. It could be any highly refined item, or even a simple low level foragable. But we would all gather it, and then at two specific times (6pm and 6am?) it could be offered to the ancestors to grant that village LP, based on it's total members and how much of it they produced. It would encourage diversity and specialization, contradictory terms I know. But everyone would attempt to be a little useful at any one thing that came up, and super useful at their one specific thing so when their day to shine came along, oh boy could they shine.

This would also prevent nations from stockpiling too much wealth, Who cares if you have 10000 steel stockpiled if you plan to burn most of it for the honor of the dead?
Can you afford to trade that steel? You may need it for when that magic day comes up. smaller groups would, naturally make less LP and have less to go around, but founding a new or splinter settlement is hard. Established nations usually end up in charge.

This idea is horrible and rough around the edges.
Last edited by Psychicdefective on Wed Sep 19, 2012 9:18 am, edited 1 time in total.
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Re: Just a stupid idea

Postby Psychicdefective » Wed Sep 19, 2012 9:08 am

wow some wizard moved my topic. Like a wizard.
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Re: Just a stupid idea

Postby TeckXKnight » Wed Sep 19, 2012 9:40 am

Psychicdefective wrote:wow some wizard moved my topic. Like a wizard.

Indeed, hope you don't mind. =)

I think this idea over incentivizes group work and coordination when you're already heavily rewarded for that. It also mirrors the current ancestral worship system which, frankly, is bad and needs a lot of work. On that basis alone, I agree that your idea is unrefined and needs to be rethought.

You're looking to give players a bonus for production and teamwork but it's an arbitrary cost for a scaling reward at times when not every player can be around. If you want to promote group activities then don't look to hand out bonuses but instead look at better ways to socialize players together. When you force us to get along, we hate and mistrust each other. When you provide the tools for us to build safe relationships, you develop healthy growth between players.
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Re: Village LP income and distribution.

Postby Psychicdefective » Wed Sep 19, 2012 9:45 am

Hrmm I was actually aiming for a way for cities to grow more rapidly and become more secure once they reached a certain size, mimicking distribution of surplus resources more easily. LP is potential power, I.e. jobs training. A way to convert otherwise stagnant resources back into LP for redistribution among trusted members of the society.
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Re: Village LP income and distribution.

Postby TeckXKnight » Wed Sep 19, 2012 10:07 am

Psychicdefective wrote:Hrmm I was actually aiming for a way for cities to grow more rapidly and become more secure once they reached a certain size, mimicking distribution of surplus resources more easily. LP is potential power, I.e. jobs training. A way to convert otherwise stagnant resources back into LP for redistribution among trusted members of the society.

I think you're over assuming scarcity of resources or lack of use of resources. Ya, things do accumulate over time but you will never run out of things to sink them into. Villages also turn into manufacturing machines and can pump out goods in massive bulk in record time if designed well. A good village should already be able to feed its villagers upwards of 1m lp a day. A great village is going to top that several times over. As far as resources go, the only limitation that developed villages have is time. If curios were instant then villages could build a character in minutes rather than in days.
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Re: Village LP income and distribution.

Postby Psychicdefective » Wed Sep 19, 2012 10:14 am

I left shortly after the changeover because I felt useless in my village, there were like five guys churning out high Q curios. Everyone else just sat about. Also I'm looking for a place to live as my old village/group is completely dead and gone. I think it was a suggestion for reform of the ancestor worship thing as well. I'm not sure, I'm just getting back into this, and I've been slain about nineteen times on sight. So I haven't even found one decent curio, so I shouldn't really be theorycrafting.
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