mrcalhou wrote:
Permadeath wouldn't work too well in an online game like this.
I really think that Eve provides a great example of how to design a sandbox type environment.
I think Eve did use a (form) of perma death not entirely, but was sugar coated with the pod insurance effect... This forced a player to disengage from the heat of the battle, while not being able to take advantage of ingame mechanics to grief or insure victory for a factions through cheesy tactics...
The idea Im attempting to convey is a form of sugar coating; (as in Eve) that can be acceptable by the community while providing fun, and anti griefs... Where as We can have good, open ended tribe battles without the complaining of disadvantages of someone taking advantage of in game mechanics...
One thought in mind which may also work would be a cross breed between Roma Victor, and Ulitma Online... An alternate world or otherwise another level separate from the real in game world where one has to travel for "X" amount of time to get rezzed, and load back into the actual play world, and return back to camp to equip... If we crossed the two game styles together a shadow copy of Xsyon real world (like Ulima)with no player base and only resurrection portals or npcs as in (Roma Victor) so one could not see nor interact with the real world in anyway until actual resurrection...
This would be simple to code... Only problem I can foresee is server space, and that would be on the developers to decide...
This would definitely eliminate any of the problems we could think of while keeping skills, especially for any crafters out there... Even if there was any skill loss penalties maybe make it only combat related...
This was one thing I really hated about Roma Victor.. Crafters were penalized in skill loss on death when you attempted to roll a pure crafter with no fighting skills... Roma Victor was a gank fest against crafters...