I've briefly discussed in another topic the idea of a peace rating mechanic. Here I intend to go into great detail about what that is, and how it could work
Peace, Huh! What is it Good For?!(Well hopefully something!)
The flavor of peace: As you will see as I go into further detail the peace rating system has a lot of flavor attached to it. It can allow for some very interesting characters, grant a lot of utility to the diplomacy and intimidate skills, and generally offer a unique approach to combat never before seen in an MMO.
I can't control this crowd!: MMO's are commonly filled with mechanics such as daze and root that give very powerful crowd control, which is broken as soon as the target takes damage. This works well in MMO's where it's team A vs. team B and no friendly fire is allowed. In the unrestricted environment of PFO allies will quickly and easily break each other out of such conditions. The peace mechanic offers a much deeper crowd control system which involves a lot more effort to use, and to break.
What is Peace? Baby Don't Hurt Me...(Don't hurt me... no more...)
Making your peace: Certain skill will be able to raise someone's peace rating. These would be things like diplomacy skills vs. intelligent creatures (including players) whose language you can speak. Handle animal skills vs. animals and beasts. And spells that can be used against anything (Unless otherwise specified).
Rate my peace: The peace rating is a measure of how prone toward violence your character is. Default is 0, which means you are ready to smash faces. As people use abilities that increase your peace level you can progress through the peace ratings.
0 = No effect.
25 = Decreased attack speed.
50 = Decreased attack speed and damage output.
75 = Decreased attack speed and damage output, rage and some other aggressive abilities blocked.
100= Unable to use any aggressive abilities, or buffs that enhance aggression, can still move and use non-aggressive abilities/buffs.
101-150= Same effect as 100, simply a buffer.
There are also abilities that can only target, or have additional effects on targets with a high peace rating. For instance "Lay down your weapon" could be a diplomacy based ability that disarms an opponent with a 75+ peace rating.
The highest rating most players can push someone to is 125 unless they have taken a vow of pacifism which will be explained later.
The speed at which someone's peace rating increases is lowered the higher it gets. So it is much harder to push someone from 75 to 100 than from 0 to 25.
Peace rating naturally decreases over time. It is also lowered any time the target takes damage. The rate of the decrease is very dependent on how close the target is to 100% health. A target at 100% health will lose peace rating very slowly. At 25% health and lower they will lose it almost instantaneously.
Peace vs. "the law": While it would seem inspiring people to be peaceful would never break the law, that would make this mechanic very abusable. For that reason the following conditions should exist.
Abilities that add peace rating can only be used against targets you can legally attack unless you have the "snake-tongue" trait which I will explain further on.
Characters with the "snake-tongue" trait that use it against targets they aren't allowed to attack suffer criminal flagging / alignment hits as if they had attacked their target.
Aggressive / non-aggressive abilities An aggressive ability is any ability that does harm to a target, or enhances the ability of the target to do harm. This would include direct attacks, damage over time, most debuffs, weapon damage buffs etc. A non-aggressive ability is an ability that gives the target a positive effect they can't use to harm others, or debuffs the target's capacity to commit violence. These would be things such as healing, armor buffs, disarms, attack speed debuffs, etc.
The World of Peace (Where Miss Americas finally get what they wished for.)
Barbarian rage: This ability causes the target to lose peace rating very quickly, making barbarians a great class for overcoming this kind of crowd control. However your peace rating reaches a certain point, you may no longer be able to activate it.
Snake tongue: Snake-tongue is a trait that allows peace abilities to be used against targets you normally couldn't use it against. When you think of a character with the snake-tongue ability think an evil advisor/diplomat who convinces people that they must accept something wrong, or that it isn't a threat to them. Wormtongue from Lord of The Rings is the perfect example, as was the brotherly embrace Asmodeus gave Ihys as he stabbed him. Some peace abilities (especially those associated with the good alignment) may be blocked to people with this trait active, but it may enable new and more sinister peace related abilities as well.
Intimidate / taskmaster: The intimidate tree comes with taskmaster abilities. These are abilities that remove peace rating or enhance the peace rating removed by damage. They may even give access to certain items and item enchantments such as the "taskmaster's whip" that aid in this end. Think of a taskmaster specced character standing in the back of their soldiers with a whip shouting "Fight harder!" and whipping those who don't comply.
Vow of pacifism: A character that takes the vow of pacifism can no longer use any agressive abilities. In exchange they are granted some serious enhancements to their peace abilities. Such as:
1. All peace abilities generate more peace.
2. Healing abilities that generate peace on their target.
3. Defensive buffs that lower the amount of peace a target can lose.
4. "Go in peace" target with 125 peace or higher is unable to attack players with VoP for 10 minutes, even if their peace rating falls back below 125.
5. Can raise peace level of players to 150.
VoP isn't a trait you turn on and off as you wish. Taking the vow should require a sacrifice. Breaking the vow should come with a cooldown (we're talking months) before you can take it again.
Shout, Shout, Let it All Out! (Leave us the comments we can't do without!)
Please post thoughts, feedback, and any input on how you feel this system could be improved.