by yummy » Wed Mar 16, 2011 7:20 pm
The new LP system made me think about one way that could please everyone, and limit botting systems while providing this new system to become even more interesting.
Since these curiosities somehow reflect how we as people study to understand, why not put two ways of grinding instead of the standard LP system?
So, current Learning Points and LP gained from discoveries would be some sort of experience from active gaming, turning into Activity Points.
These points would then be convertible into certain fields, such as crafts, exploration and survival. These points should be capped daily to avoid the abuse of legions of bots.
The curiosity system should remain the main core of technology and strategy. The points earned from this would be a way to allow to gain Technology Points.
These points would then be spent into Technology Ideas, ranging from crafts to tactics to sociology (politics). These fields of study should be have bonuses and maluses. Being nomadic for example would allow you to see lots of things thus allow you to have lots of tech trees available, but being sedentary would allow you to specialize in one field.
There should be tips in a tech panel to indicate what's missing to get a Tech Idea, but only in a sybilline form, so that it won't be that easy to figure out, like when you want to create a boat: "I should find something that floats on water", then "I need something to advance on water", then "it's still too fragile, gotta find something harder"... etc
Studying Ant soldiers would allow some battle tactics for example, or tree leaves study allow plant lore... And this way would allow players to be better adapted to its terrain.
And to bring a great incentive to travel, meet other people, there should be incentives to groups, such as better technology when a stable group (village for example) is formed.
There should also be a system that allows you to go out from suzerainty past certain Village Technologies, to allow congresses with two or more persons to represent one village (Village to City evolution).
Let's take one example of a hearthling daily life under this system.
He starts in the nature, as usual. He discovers new items and is then able to see more items. Then he begins to create curiosities, and begins to search technologies linked with the objects he discovered. After a while he sets somewhere safe and builds a small place.
Then he meets up with people, groups with them to hunt animals, scare rabbits or other wild animals (boars, bears).
The downside of all this would be the hell of database management. There would be lots of item aliases just like leather and hardened leather. But there would be terrain based technology and it would be quite hard to implement.
Well I hope this bundle of ideas wasn't useless.