Bluddwolf
Goblin Squad Member
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I had this idea and ran it up the flag pole via a PM but not had a response. I figure we can perhaps discuss it here.
I have a suggestion for settlement interaction:
You may be familiar with Pirates of the Burning Sea, and in that MMO players had the abilities to smuggle goods into the port towns that would either stabilize or destabilize the town's population. The morale of the NPC population was a major factor in the town's ability to prevail or fail when under siege.
I would like to see this type of a system in PFO. This would allow us to have true smuggling and allow for a non combat means to interact with the war mechanics of the settlements. As I stated above, the actual mechanic would be either a buff or a rebuff vs. the morale of the settlement being interacted with. This system should also be included in the player to player contract system, where we could accept contracts from settlements to either support them or disrupt their enemy.
Smuggling could have a number of skills, including both those that help a smuggler and those that detect one. These skills could be broken down into Chaotic (Smuggling) and Lawful (Detect Contraband). I can envision those using "Champion Flags" having a similar ability to the Stand And Deliver mechanic, to search for illegal contraband, and to confiscate it. Smugglers on the other hand would have specialized skills to help conceal their contraband from the searches of these customs agents.
Tuoweit
Goblin Squad Member
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I had this idea and ran it up the flag pole via a PM but not had a response. I figure we can perhaps discuss it here.
Didn't we (try to) discuss this in another thread already? Didn't seem many people were interested enough to bother posting. I'll repost my reply (with some clarification):
I'm ok with this in general, as long as:
- It's relatively balanced. That is, that it's roughly as easy/cheap to deliberately raise morale as to lower morale, though they may be through entirely different mechanics
- It can be made illegal by settlements to import morale-lowering "stuff". (I think that's probably a given since it's called "smuggling".)
- It doesn't outweigh more straightforward and obvious morale factors, like if residents are getting enough food & services, war weariness in the population, dangerous monster encampments nearby, etc. It shouldn't be possible to cripple a settlement solely through smuggling.
IMO, player actions directed against each other with equal options is fine, good, challenging, and entertaining - not so much if it's asymmetric by nature (as opposed to asymmetric in execution) and too easy for one party to annoy others without recourse.
The Wiseman of the Wilds
Goblin Squad Member
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I like it. Throughout history there have been more than a few ways of breaking a siege, brute force, starvation/time, sappers and intrigue. I would love to see as many different options as possible to 'siege' a settlement.
Furthering the items to lower morale, you could send in PCs to spread dischord, or simply lie about the actions of the governing a particular town, or spread rumours of an unstoppable power coming to invade, and the only safe course is to open the gates....
| Valandur |
Quote:Didn't seem many people were interested enough to bother posting.For the record, I think this is a good idea. I don't have much else to say, though.
Same here. I like the idea. Things that people can do that affect settlements morale or conditions within a settlement are really important options, so sure I like the idea.
Mainly waiting around to see what others say, especially how the Devs might feel about it.
Oberyn Corvus
Goblin Squad Member
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Adding my voice in support of this idea. I also support Tuoweit's comments. We need to find a good balance between complexity and simplicity.
On a slight tangent, Im curious whats in the works for the Disguise and Linguistics (forgery) skills? Sounds like it would play a big part in espionage and sabotage activities.