knifeslayer wrote: » Yeah, but surely it would also be in the best interest of the other tier 6 nodes to help the tier 5 node take out the parent node. Why would the other tier 6 nodes help? Because there will be a lot of resources up for grab in a tier 6 node. So the only case I see, where it could potentially not be viable to take down tier 6 node. Would be if all the tier 6 nodes banded together, and they all rallied to each other's defense. But even then, there is probably a way around that, like fake declaring war on all of them and only attack one place with ya army but obviously that would be like 100x harder than it would be otherwise. I feel like with this sort of system, you won't know what's going to happen until it's finally out there and people use it.
Xenantaya wrote: » Fair enough. As I said before, I agree with you that vassal nodes need some way to be able to rebel against parent nodes -- obviously, in actual history, vassal states regularly rebelled to break away from their parents, and like you I think that option is necessary for dynamic gameplay in Ashes. If some content creator or someone else with access to Steven / Jeffrey / etc. sees this question, hopefully they will ask Intrepid for clarification. Alternatively, if next month's livestream has a post for questions, I'll try to remember to ask this one.
Naxxaz wrote: » There should be ways for the vassals to punish or help their rulers, but never attack them. Should you let vassals attack their rulers, then as their ruler you'd always want your vassals to be dirt poor and helpless to keep them in place. Let's not forget that it's alpha, and have faith that they will get this sorted in alpha 1 or 2, but yeah there will be a few things they need to iron out with the node system.
Solon wrote: » I also think any time a master node has a siege declared against it any of its vassal node mayors should be able to declare rebellion and fight in the siege against it. If the master node wins the siege the master mayor should be able to penalize the rebellious nodes severely. introducing this type of mechanic would probably be the easiest form of node rebellion. It seems much mess complicated than my first idea.
wiplasher4 wrote: » That is the exact kind of thinking that has brought down countries and colonies. If you keep people fat and happy there is less conflict in the world.
Aardvark wrote: » Plus it can only happen every 55 days which is way too long. As fun as they are claiming these will be I want them once a week
ninfosho wrote: » Imagine there's a quest in a militaristic node that requires you to win a siege and destroy a lvl 6 metro in order to enable your node's superpower Or other nodes quest line will require them to complete a certain dungeon that the metropolis is blocking and only by destroying it you can unlock that dungeon in order to progress
wiplasher4 wrote: » ninfosho wrote: » Imagine there's a quest in a militaristic node that requires you to win a siege and destroy a lvl 6 metro in order to enable your node's superpower Or other nodes quest line will require them to complete a certain dungeon that the metropolis is blocking and only by destroying it you can unlock that dungeon in order to progress I really don't think you'll need to destroy a level 6 node for a quest other than the siege quest. That would another entire level of ridiculous. A metropolis shouldn't be blocking a dungeon either. It would stop another metropolis from from forming so you could assume a dungeon isn't being spawned because of that. But you aren't going to get that kind of content blocking from a level 6 node. That would be nuts.
ninfosho wrote: » wiplasher4 wrote: » ninfosho wrote: » Imagine there's a quest in a militaristic node that requires you to win a siege and destroy a lvl 6 metro in order to enable your node's superpower Or other nodes quest line will require them to complete a certain dungeon that the metropolis is blocking and only by destroying it you can unlock that dungeon in order to progress I really don't think you'll need to destroy a level 6 node for a quest other than the siege quest. That would another entire level of ridiculous. A metropolis shouldn't be blocking a dungeon either. It would stop another metropolis from from forming so you could assume a dungeon isn't being spawned because of that. But you aren't going to get that kind of content blocking from a level 6 node. That would be nuts. Wait why not? That's how I understand thing gonna work from how Steven explained
nidriks wrote: » I think you are assuming a lot in stating that life as a vassal will be bad, and that there won't be benefits to being a vassal. I do think vassals should be able to provoke dissent against a master, but I don't see that anything is stopping the vassal's population from participating in a siege against a master node. We really need to see all this working before we jump to conclusions. The game is still pre-alpha and so much is yet to be cemented in to the game. Steven has said so many times that he wants feedback, and good constructive feedback like this is very valuable, but I think we are still missing far too many pieces of a very large puzzle for us to say for certain that vassal life in game will be stagnant. Who knows what plans Intrepid have to make vassal nodes valuable. I just think we need to wait and see. I have faith that Steven is open to debate.