Settlements: Individual Structure NBSI / NRDS


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Goblin Squad Member

Will or should Settlement Managers be able to micromanage NBSI down to specific buildings within the settlement?

This would allow for a settlement to have both public and private spaces. I feel it would be a very practical compromise between wanting openness and security of a settlement.

I would imagine that the Keep / Fort of the settlement should be set to NBSI. The market and other cultural or entertainment areas, naturally being set NRDS.

Goblinworks Executive Founder

Sure. Just tell your members where the kill line is.

Telling others where the kill ine is is optional, but highly recommended.

Goblin Squad Member

DeciusBrutus wrote:

Sure. Just tell your members where the kill line is.

Telling others where the kill line is is optional, but highly recommended.

If it is tied to a structure (almost universally), the "kill line" is known to all.

I would imagine that every settlement would leave their seat of power, the Settlement Hall, "closed to the public". Allowing access to it for just a select few or during special events.

Goblin Squad Member

Bluddwolf wrote:
DeciusBrutus wrote:

Sure. Just tell your members where the kill line is.

Telling others where the kill line is is optional, but highly recommended.

If it is tied to a structure (almost universally), the "kill line" is known to all.

I would imagine that every settlement would leave their seat of power, the Settlement Hall, "closed to the public". Allowing access to it for just a select few or during special events.

I'm not really sure the practicality of a kill line, unless settlements are darn near huge.

No matter what, I would assume a NRDS settlement, would still be ready to tear appart any unknowns developing into a formation, or operating siege weaponry, unless that is what we are reffering to as the kill line, rather than where in the settlement they are going. Unless settlements are frickin huge, the idea of groups being non-threatening in the market place, but threatening when they step towards the town hall is a bit of an oddity to me. Considering at least from my general understanding the general idea of NBSI isn't when they step where they can physically start damaging things, but rather a pretty significant buffer zone for you to take them out before their damage starts. Maybe it's just me, but I fail to see a whole lot of difference in reaction time between the enemy has grouped up and began their attack from the market place. to the enemy has grouped up and started their attack in down town, at least under my guesstimates of settlement sizes, etc... that's a nearly negligible change in reaction time.

On the other hand, when we go into player nations, I could see opportunity there. IE this settlement is our ambassador zone. People are all welcome to visit this city, browse the market, chat with our representatives about getting a permit to go visit a nearby settlement with training facility access etc... Our military development, high level crafting facilities etc... are 2 settlements away, if this one falls, no big deal, and we have a military force nearby to retake it if it happens.

Goblin Squad Member

Bluddwolf wrote:
...the "kill line" is known to all.

We've seen quite a few requests for art-assets allowing buildings of similar purpose to have different appearances. I join Decius in suggesting a bright visual indicator of no-go status, perhaps with alarms...and armed guards.

Goblin Squad Member

Onishi wrote:
...this settlement is our ambassador zone. People are all welcome to visit this city, browse the market, chat with our representatives about getting a permit to go visit a nearby settlement with training facility access etc... Our military development, high level crafting facilities etc... are 2 settlements away...

Now this is a fine idea. Onishi, we need to see more from your playbook.

Goblin Squad Member

It has been suggested before that Kingdoms could have one settlement that is NRDS, to act as a gatekeeper settlement for being a trade hub or recruitment center. Meanwhile its more sensitive settlements could be NBSI.

Goblin Squad Member

Bluddwolf wrote:
It has been suggested before that Kingdoms could have one settlement that is NRDS, to act as a gatekeeper settlement for being a trade hub or recruitment center. Meanwhile its more sensitive settlements could be NBSI.

I've always been in favor of this, and I think this is how most kingdoms/nations will work. I'm less into the idea of specific buildings having different policies, and I'm completely against an immersion-breaking bright line surrounding those buildings/areas within a settlement that might be off limits.

Goblinworks Executive Founder

Uthreth Baelcoressitas wrote:
Bluddwolf wrote:
It has been suggested before that Kingdoms could have one settlement that is NRDS, to act as a gatekeeper settlement for being a trade hub or recruitment center. Meanwhile its more sensitive settlements could be NBSI.
I've always been in favor of this, and I think this is how most kingdoms/nations will work. I'm less into the idea of specific buildings having different policies, and I'm completely against an immersion-breaking bright line surrounding those buildings/areas within a settlement that might be off limits.

The bright line isn't immersion-breaking; it's in character.

That's the line that was put there so that you know not to cross it, so don't.

I doubt that anyone will have better than full hex resolution on their actual policies, but I think a corridor of permitted access to and including the settlement is more likely than small no-go areas.

Scarab Sages Goblin Squad Member

I like the idea of a public access settlement and a bunch of private settlements, too.

Goblin Squad Member

I'd rather not see lights, baubles, or magical lines showing where you can and can't go. I think a universal language everyone will understand is locked doors and guards standing in their way. At the point they're picking a lock, assaulting / attempting to bribe the guards, or climbing through a window, people will pretty clearly understand the implications of their actions.

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