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Assassin for Hire? Possible?

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Comments

  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    kuddah wrote: »
    Atama wrote: »
    Killing someone once isn’t that impactful so I don’t see how much interest this system would have.

    The bounty system will pretty much be an assassination program though. Players with enough corruption will get bounties placed on them, and bounty hunters can go after those players to eliminate them for rewards. That sounds like an assassination job to me. So if you want to play an assassin, just become a bounty hunter.

    It could be impactful if they are corrupted and lose their gear. Maybe someone has beef ¯\_(ツ)_/¯
    If someone has enough corruption that they will lose gear then they will probably already have bounties on them and this is redundant.
     
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  • deakbodeakbo Member, Alpha Two
    jubilum wrote: »
    if there is a significant penalty to being assassinated as a King, then said king should have a bad ass group of NPC Secret Service surrounding him at all times capable, of subduing a would be assassin with one shot. If you are going to assassinate an elected leader you need a plan and there needs to be real risk.

    Which is what I’m hoping for I think this would be an insane concept which could add some more depth to the game, being a person of power could be risky but rewarding. In real life it’s something people of power have to think of. Stripping their title is really the one thing I can think of other then killing off the character completely but ofc that’s too harsh AHA
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I could see assassinating a leader limiting/locking out the abilities/buffs they get as leaders for a period of time. Similar to how there are ways of taking out node services for periods of time. I feel like that fits the "lore" of what assassins are for, they kill the leader to limit the enemy's ability to coordinate.

    Might be good if there was some kind of gold sink associated with it, similar to the siege system, where the assassin or the person hiring them had to pay for the chance to get these added benefits to killing a leader. If the assassin dies, they lost their chance and they have to pay again if they want another attempt.
  • deakbodeakbo Member, Alpha Two
    I could see assassinating a leader limiting/locking out the abilities/buffs they get as leaders for a period of time. Similar to how there are ways of taking out node services for periods of time. I feel like that fits the "lore" of what assassins are for, they kill the leader to limit the enemy's ability to coordinate.

    Might be good if there was some kind of gold sink associated with it, similar to the siege system, where the assassin or the person hiring them had to pay for the chance to get these added benefits to killing a leader. If the assassin dies, they lost their chance and they have to pay again if they want another attempt.

    I like the idea in your first paragraph but I don’t know if an assassin should necessarily have to pay to try to kill a person of power I think it should be more expensive for the person who wants the person of interest killed. Maybe you have to pay a set amount of gold to even send the assassin after a king and queen
  • kuddah wrote: »
    Atama wrote: »
    Killing someone once isn’t that impactful so I don’t see how much interest this system would have.

    The bounty system will pretty much be an assassination program though. Players with enough corruption will get bounties placed on them, and bounty hunters can go after those players to eliminate them for rewards. That sounds like an assassination job to me. So if you want to play an assassin, just become a bounty hunter.

    It could be impactful if they are corrupted and lose their gear. Maybe someone has beef ¯\_(ツ)_/¯

    everybody will attack reds anyway. They are loot piniatas and can't fight back without attaining even more corruption.
  • @wrath

    Please don't use the term "loot pinatas" for toon/players. It will confuse the community with caravans. Just saying... 😁
  • deakbodeakbo Member, Alpha Two
    Warth wrote: »
    kuddah wrote: »
    Atama wrote: »
    Killing someone once isn’t that impactful so I don’t see how much interest this system would have.

    The bounty system will pretty much be an assassination program though. Players with enough corruption will get bounties placed on them, and bounty hunters can go after those players to eliminate them for rewards. That sounds like an assassination job to me. So if you want to play an assassin, just become a bounty hunter.

    It could be impactful if they are corrupted and lose their gear. Maybe someone has beef ¯\_(ツ)_/¯

    everybody will attack reds anyway. They are loot piniatas and can't fight back without attaining even more corruption.

    That’s actually facts tho I didn’t even think about that. If you’re corrupted you’re kinda fucked.
  • deakbodeakbo Member, Alpha Two
    Kneczhevo wrote: »
    @wrath

    Please don't use the term "loot pinatas" for toon/players. It will confuse the community with caravans. Just saying... 😁

    I feel like people know what it means
  • I can see this going well in military nodes along with bounty hunters. We should also have spies to infiltrate other nodes to gather info for conquest, assasins would do well say take out political leaders. >:)
  • deakbodeakbo Member, Alpha Two
    Great Brae wrote: »
    I can see this going well in military nodes along with bounty hunters. We should also have spies to infiltrate other nodes to gather info for conquest, assasins would do well say take out political leaders. >:)

    True, spies would be an interesting concept I wonder how they would benefit more specifically
  • Great BraeGreat Brae Member
    edited September 2020
    Since the game is baised around exploration, they could chart important area's in cities, like trade heavy area and meeting area's for the politicians. Game play they can take out specific mechanics that would help defend a seige for the offensive seige or vice versa. They could also steal city supplies, to give to the parent node. Just a few examples.

    This would includ assasinating npc's that provide buffs or commands bands of mercenary npc's
  • deakbodeakbo Member, Alpha Two
    Great Brae wrote: »
    Since the game is baised around exploration, they could chart important area's in cities, like trade heavy area and meeting area's for the politicians. Game play they can take out specific mechanics that would help defend a seige for the offensive seige or vice versa. They could also steal city supplies, to give to the parent node. Just a few examples.

    This would includ assasinating npc's that provide buffs or commands bands of mercenary npc's

    I hellllllllllla fw that, the last part about assassinating npcs that give buffs etc is a great idea, one of the things that I’ve been trying to come up with is something that would give assassinating a name for itself
  • mcstackersonmcstackerson Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    kuddah wrote: »
    I could see assassinating a leader limiting/locking out the abilities/buffs they get as leaders for a period of time. Similar to how there are ways of taking out node services for periods of time. I feel like that fits the "lore" of what assassins are for, they kill the leader to limit the enemy's ability to coordinate.

    Might be good if there was some kind of gold sink associated with it, similar to the siege system, where the assassin or the person hiring them had to pay for the chance to get these added benefits to killing a leader. If the assassin dies, they lost their chance and they have to pay again if they want another attempt.

    I like the idea in your first paragraph but I don’t know if an assassin should necessarily have to pay to try to kill a person of power I think it should be more expensive for the person who wants the person of interest killed. Maybe you have to pay a set amount of gold to even send the assassin after a king and queen

    I was thinking more you have to pay to get the bonus of locking out the buffs/abilities.

    If you want to go kill a leader then go for it.

    If they lost there buffs and/or leader abilities every time they died, even if it was just pk deaths, I could see it pressuring leaders into playing extremely passive. The lock out time would also have to be relatively low because of this else they probably wouldn't be able to play the game and be a leader at the same time.

    The added cost allows them to increase the significants of the event. Risk vs Reward. If the leader suffered the penalty on every death, the penalty would probably have to be 30 minutes to an hour at most. Not very significant. By adding some kind of comparable cost, they should be able to amp the penalty up to possibly days. Something of some significants that players might actually want to pay for.

    The cost also increases the importance of the one caring out the assassination. Without it, there is no reason to care who does it, just say in chat that you will pay x gold for y's death and whoever messages you with proof gets the reward. If there is a cost, suddenly I want to find someone(s) who I can trust to carry out the assassination. This could create a situation where if you are good at assassinations, people will actually want to seek you out and hire you.

    Basically, the cost is what would allow them to make the system meaningful so people want to pay for it. This cost then increases the significants of who is tasked with the mission, making it so players seek out others who are good at assassinations.

  • deakbodeakbo Member, Alpha Two
    kuddah wrote: »
    I could see assassinating a leader limiting/locking out the abilities/buffs they get as leaders for a period of time. Similar to how there are ways of taking out node services for periods of time. I feel like that fits the "lore" of what assassins are for, they kill the leader to limit the enemy's ability to coordinate.

    Might be good if there was some kind of gold sink associated with it, similar to the siege system, where the assassin or the person hiring them had to pay for the chance to get these added benefits to killing a leader. If the assassin dies, they lost their chance and they have to pay again if they want another attempt.

    I like the idea in your first paragraph but I don’t know if an assassin should necessarily have to pay to try to kill a person of power I think it should be more expensive for the person who wants the person of interest killed. Maybe you have to pay a set amount of gold to even send the assassin after a king and queen

    I was thinking more you have to pay to get the bonus of locking out the buffs/abilities.

    If you want to go kill a leader then go for it.

    If they lost there buffs and/or leader abilities every time they died, even if it was just pk deaths, I could see it pressuring leaders into playing extremely passive. The lock out time would also have to be relatively low because of this else they probably wouldn't be able to play the game and be a leader at the same time.

    The added cost allows them to increase the significants of the event. Risk vs Reward. If the leader suffered the penalty on every death, the penalty would probably have to be 30 minutes to an hour at most. Not very significant. By adding some kind of comparable cost, they should be able to amp the penalty up to possibly days. Something of some significants that players might actually want to pay for.

    The cost also increases the importance of the one caring out the assassination. Without it, there is no reason to care who does it, just say in chat that you will pay x gold for y's death and whoever messages you with proof gets the reward. If there is a cost, suddenly I want to find someone(s) who I can trust to carry out the assassination. This could create a situation where if you are good at assassinations, people will actually want to seek you out and hire you.

    Basically, the cost is what would allow them to make the system meaningful so people want to pay for it. This cost then increases the significants of who is tasked with the mission, making it so players seek out others who are good at assassinations.

    Ohhh thay makes a lot more sense, I was thinking the person in power can only lose buffs or whatever it may be inside their castle or during sieges. They wouldn’t have any drawbacks from pve or dungeons. But yes this right here is exactly what I’d want to happen ^^^
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