|AvenaOats Goblin Squad Member|
1. You are flagged as heinous while in hybrid form (and for a short period of time after you go back to your human form), allowing all players to attack you free of consequence.2. Werewolves are automatically entered into the werewolf faction and constantly flagged "for the cause" allowing players of opposing factions to hunt them at all times.
3. Werewolves cannot see any player or company information on non-hybrid form players while in hybrid form.
4. There is a substantial debuff that is applied if they remain in the proximity of a non-hybrid form player for too long. (Making it very hard for your non-werewolf buddies to scout for you and encouraging you to kill or flee from nearby players.)
5. All NPC-city guards automatically attack hybrid form werewolves on sight and there is an unrest penalty to player settlements and POI's that don't set their guards to do so as well.
6. There are certain special attacks and damage types which are only useable or do additional effects against werewolves and other monsters, that wouldn't effect a regular player the same way.
7. Werewolf skills require standing with the werewolf faction, and are only trainable at werewolf POIs.
8. There are incentives for opposing factions to destroy werewolf POIs.
9. Werewolf POIs are only constructable in a certain part of the map. (Possibly an area of Ustalav opened up in an expansion)
10. Most actions that generate werewolf faction standing are chaotic and/or evil.
11. There are certain things (random chance on taking damage, full moon night, etc.) that may involuntarily force a change into hybrid form.
12. There are other things (trueform spell, etc.) that may involantarily force a change into human form.
13. Hybrid and animal form take up a weapon slot. In addition any hybrid/animal form specific abilities not on the weapons bar aren't usable outside those forms.
Just to categorize these:-
2. Faction (NPC)
4. Exploit mechanic?
5. NPC Guard reaction and settlement debuff
6. Eg Silver weapons or holy?
8. Faction status
9. POI relation
11. Force change
I really like the heinous flagging idea of 1. That's something we could work towards fairly early on.
Had not considered the Faction system the devs are considering. It seems like a natural fit for creating pvp opportunities. However need to consider it more from our basic concept ie first principles.
Alignment we need to calculate this. Again from the basic concept I'd argue theoretically that ANY alignment can be a werewolf as it's a temporary alter-ego and this expands the concept to be a form of curse. I think it might be interesting for different players of different alignments to contend with this curse variously, I like the idea different players will make different choices or slide in alignment with the consequences of keeping the curse. Lots to discuss on this topic, so I'd not necessarily restrict it, but we may find PRACTICALLY certain evil/chaotic (as per the Grimoire) tend to suit werewolf characters. We'll need to start with an open mind / blank slate on this topic and see how it plays out and how different characters can regulate their alignment/reputation hits (in the early days when our concept is operating independently of the systems).
Some of the more sophisticated ideas eg "exploit mechanic" and "settlement debuff" and "POI" and "force change" I'm not going to comment on at this time due to their potential implementation complexity, which is something have to postpone if the werewolf concept takes off. Part of the cooperative will be crowdforging in a way where members participate in bringing werewolves into the game operationally which in terms creates a platform for potential popularity (directly and indirectly) before we can then proceed with more ambitious. Some of these are cool ideas however and need to be added to a list for future reference, I go with?
Again coming to eg Silver weapons or the related ilk, this may come before any of the above as if we first increase our popularity as integrating beneficially with the economoy of the game and requiring less (an educated guess) resources to implement but wider effects and positive on the economy.
Progress has substantial meat to chew on for our cooperative. Reading the Grimoire there are a ton of feats and abilities and integrating the "power balanced by the curse" concept as above but also some really really cool stuff where were we to achieve these our cooperative might be considered very successful initiative indeed.
The other topic mentioned a lot but not specifically discussed is "hybrid vs wolf" forms. I think we'll be doing well to get a wolf form implemented initially as MVP to work with. In the Werewolf culture the two forms sort of are inter-changeable. For example comparing, "An American Werewolf in London" the form is more wolf-like and even described by eye-witnesses as mistakenly some sort of wolf-dog iirc. Whereas comparing to the other greatly entertaining modern werewolf movie, "Dog Soldiers" (based in Scotland this time!) the Hybrid form is very much chosen and equally engaging. However for practical implementation I think a basic wolf would be a good goal to initially set for ourselves and develop from for reasons to expanded on later.
Great post, Andius, required a couple of responses, mostly discursive in nature, but there's plenty of material to work with here.
Edit: Spotted a few grammatical errors etc, but feeling dog tired as hiking most of all of today. I spent a little time tracking some deer marks too! And the thought of some mechanic (no matter how fanciful that might be!) of tracking for werewolves in game really gives me goosebumps!