I'm a little iffy on the death penalty suggestion, but the Wound suggestion is just amazing.
I'm a little iffy on the death penalty suggestion, but the Wound suggestion is just amazing.
The solution is simple. Get rid of the safezone bullshit once gates are operational (I'm even giving in here) and turn on asset destruction. They grief you, you burn down their city. It's simple and it works. No need to rewrite the playbook!
i actually could get behind a 'death penalty'. there needs to be a mechanic to slow down the naked grief pk thing. if you win a fight you should get some bit of respite for it.
I think 30 minutes is too long, maybe 5...it shouldn't be punitive, just a mechanism to prevent the instanteous move back into the fight.
the wounds thing. meh. i'd settle for acceptable basic combat mechanics for getting into something like that.
And every asset, of every city, and every homestead would be reduced to ashes before morning. People aren't always online to protect their assets, and there isn't even a real defenders advantage yet given the lack of ranged weapons. It would be mobs of greifers roaming around destroying everything in their path. If any resistance was met, they would simply come back after they went to bed. They could change the name to "Naked players with pre-order weapons online." My solution to this problem is found here:
http://www.xsyon.com/forum/showthrea...er-territories
For this topic lets suffice to say, I do not think that is a valid substitute for a death penalty.
That's crap. I've played games w/asset destruction and that just doesn't happen. Obviously you don't make it as easy as clear cutting a forest and you allow defenders to prepare, but there's an easy way to balance the system that you don't need more artificial features to be programmed in to make pvp viable.
Were those games like EVE where assets are only controlled by huge alliances and have automated NPC denfeses, games like Darkfall, where towns again are controlled by at minimum, a large clan, and you only have to repair them if they are "destroyed" rather than rebuilding from scratch, and you have to use up expensive items to do asset damage, or games like the Wild in Wurm where your bases are constantly protected by a bunch of NPC uberguards?
In this game, there are no NPCs, and you can have 1 man homesteads. There is no starter area where players are safe before they are eased into the kind of chaotic PVP filled environment you find in these games. There is no word of special items needed for asset destruction, and items don't even have decay yet. So maybe, the largest tribes in the game would do ok. But we are not in the right conditions to allow asset destruction of any form yet, and the simple addition of gates won't change that.
Death penalty... Meh.
Wound system... Copy SWG's wound and wound healing mechanics, as well as the Battle Fatigue system.
Raph Koster is much smarter game system-wise than this entire forum put together.
P.S. -
I'm starting to think you're xpiher from Darkfall. If so... Oh jeezus (not a good thing).
If you've met me on another game, 90% chance the name was Andius. 100% chance on Darkfall.
And I know nothing about SWG, I did not get the chance to play it before they ruined it. I however have used a wound system similar to what I am suggesting on Wurm, and it was the most fun healing people I have ever had in a game.