Lam
Goblin Squad Member
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DO hide outs need to be built on city sites or just on any site?
Can hideouts support other structures on the 'site' not at the hideout (an inn or shrine or grove or ...)?
Why can nor hideout have 'attractive destinations'? How does alignment of attraction compare to alignment of hideout? It is a sweet pot.
Lam
Onishi
Goblin Squad Member
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I believe under current definitions hideouts are planned to have their own sites, which is subject to change. I would say it is unlikely that a hideout sight will be the same as a sight will be the same type as a fort or watchtower/inn sight, and it will most likely take specialized skills to find the sights to begin with.
On a logical level to me it wouldn't make sense for hideouts to be a shared type that could house an inn etc... due to 1. hideout space being desired to be hidden, I don't think they intend for hideouts to be solvable via process of elimination. IE "didn't there used to be an inn build spot here, there must be a hideout here instead now".
AvenaOats
Goblin Squad Member
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I can't make head nor tail of the third line in the OP.
Are not hide-outs going to be instanced, with a point of entry similar to dungeons being found? For the bandit, to "found" their hideout near busy lines of fast travel and for the finder, to investing skills to find these atst as bandits skill up to avoid being found?
I'd doubt hideouts will have "other structures" of significance. They could have further provisions/upgrades/defences possibly?
Sadurian
Goblin Squad Member
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It would make narrative sense for hideouts to be in the same space as Inns, towns and so on, but anywhere with a lot of regular character traffic runs the risk of being discovered far more easily than an old converted badger sett in the woods.
I'm still wondering about these hideouts and if they will available for non-bandits such as Ranger and Druid types. The hideout description sounds perfect for a Druid's hut in a forest, where she can be alerted to passing travellers (by her animal spies, semi-sentient plants, the noise of them crashing through the undergrowth?) and yet remain hidden.
Hideouts are just another one of those things that we still don't really know about.
AvenaOats
Goblin Squad Member
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@Blaeringr: rofl.
@Sadurian: The way I think of hideouts is effectively: Bandits are intelligent mobs to increase the risk/reward of supply chains as core part of the crafting operations of CC's/settlement's economies. The Hideout allows the bandits to "spawn" at the right time and for the appropriate victims and place on different trade-routes as fortunes change.
You can probably be a druid who is a trained up as a bandit, I'd guess? Go gathering stuff while taking a break from bandit monitoring as another income. But I guess a hideout will require a running cost and skill-training concealment a lot to counter detection?
Bluddwolf
Goblin Squad Member
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Even if it's not very profitable, I love the idea of the bandit gameplay and would be willing to do for a small net loss just for the experience and possibility of success occassionally too. If I'm successful a lot, then I'll start thinking I'm doing something wrong!
Banditry is like fresh water fishing:
Sometimes you catch nothing.
You usually catch small and average fish
You usually think, next cast it's going to be the big one
On rare occasions you catch trophies
If you over fish an area, the fish go away
You can lose equipment while fishing
There is some skill involved that takes a decent amount if a time to do well
If you fish without a license, wardens will confiscate your gear.
There are places where you are not allowed to fish
It is more fun to fish, then it is to buy a fish in the store.