Xcom wrote:
The 2nd part of your post is a bit offtopic but I can say this much. The game is basically designed around the concept of resource control. Recoding those parts will drastically alter and affect the way havens basic core mechanics work. But ways to improve base resources actually does sound interesting. Although belongs to another thread. Same with passable statues.
But regarding destroyable statues. It would make it impossible to actually clame anything outside your patrolled areas. Owning a village would just be for the sake of V-porting and CR linking. Larger factions would also easily be able to stomp on smaller villages easily removing anything they come across. It would mute the whole concept of owning terf. My thoughts of this matter is that you should be able to claim and hold areas but effort should be put into it. Making it vurtualy a hassle and a downright impossible chore would just make it useless.
Disagree - when claiming something you would just have to build some kind of settlement - or fort there to defend it, with the statue behind a wall. I think this much effort should be put in when claiming a valuable resource and effectively taking use of that area away from every other player in the game. As it stands anyone can claim an area very quickly and easily that is virtually impossible for anyone else to take over that might have a huge influence on other peoples' game. To be realistic about this when this matters is when it's a high q resource node (other than that the banners and statues are just a way of getting your village's influence to the correct place), should such areas really be owned by the first person who happens to stumble on them?
The reason for the second part of my previous post is that it would create a way to prevent the need for personal claims over resource nodes - I think the current system is unfair, particularly to people joining later in the game (considering the devs have stated they want to eventually have a world that lasts forever) when people that were there at the start have such a huge advantage.
I also don't think the game is necessarily 'about resource control', much of the fighting is about getting something opponents have put effort in to make without having to make that effort yourself, how many times does someone raid a village and then move in? They just raid it and take all the good stuff home. Far from preventing conflict I believe the system I have described would create new reasons for regional battles (you might want to attack your neighbour whose steel industry is reducing the q of your water..)