theTrav wrote:What I'd like to see, is some mechanism that forms safer zones and then more dangerous zones, maybe something in the map gen?
* Should be visually obvious (use the city overlay if you want to cheap out on art, "now entering/leaving mordor"
We know some very extream graphics will do just that in Salem but it's not going to be a simple on/off kind of thing but more of a gradiation from a very safe an cutesy area to a very dangerous LoveCraftian horrorshow, the deepest darkest part being Mordor. I don't think Jorb is going to make enough of the 2D art nessary to do this in H&H.
* Either spawn new players only in "safer" zones, or make it an option in the spawning room
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Sounds like a good idea, but the safest zone should be created around settlments/villages. A random wilderness spawn would be only intermediate level so their is something to build up too.
theTrav wrote:* More animals aggro (foxes) in mordor, aggro zones increased
I like this, mordor could have both higher level animals with wider aggro radi as well as different types. Say for example Bears don't apear in the safest zones at all and the most vicous and agressive types of animals (wolves) spawn only in deep mordor.
theTrav wrote:* More and Harsher status effects in mordor (similar to thorn in foot)
Severe weather (blizzards) could make a nice status effect.
theTrav wrote:* Allow mordor bears to swim?
Being able to escape animals by going into shallow water is lame but I think a more comprehensive solution is needed then this, a patchwork of different rules would get really anoying.
theTrav wrote:* Less rivers/Lakes, less connected rivers and lakes in mordor areas
* More mountains
Both sound like good ways to make travel slower in morder, I approve
theTrav wrote:* No additonal resources / attraction beyond the isolation/challenge/standard resource spots that fewer people would have explored
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I disagree here, mordor should have some good resources to make going their worthwile. At the very least the high level animals will be worth hunting. I think a distinction between 'wild' resources and 'civilized' ones should be made. Animals, trees, water, foragables would fall under wild and get better in Mordor. But Crops and Craftable industries would be the opposite getting better/faster/easier when you go to civilized areas. This would strongly encourage transport and trade with raw materials moving from the wilds towards the built up villages and areas.