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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Assassinations
dbenaharon97
Member, Alpha Two, Early Alpha Two
as the title suggests is there any info about the extent of assassinations? the kind that you sneak into a city or certain freehold to assassinate a certain someone for the benefit of someone else? like if they were a person of power, killing a major guild captain b4 a war, ect... couldn't find any real info about this
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The effect should be not being able to run policies, or the policies should be delayed for some hours. or the polcies effetcs halved
It should have counters to shield the person or disguise the person after a sucessful assassination, otherwise people would pile up dozens of assassinatios on the target
Or it is the person who does stuff and this opens the quest to kill this person, it's a "mea culpa" thing
I would love to fight dozens of assassins a day in a game tough, no problem with that, send moar, it's just content
Risk vs Reward, love it or hate it.
Hear me out... what if your own actions open the opportunity for others?
Let's say you are a guild leader, then you start a guild war, that could open a quest to assassinate you
This is a very fair approach and thrilling
That's another way to do it.
I'm pro-assassination, it just needs to be implemented well.
If the vassal node has surplus xp and can't advance just because it is a vassal node, then the vassal node may open a quest to assassinate the node right above in the vassal chain.
Here are the rules:
Such situation, should open a quest to kill the mayor and his council from the level 4 node... they aren't pulling their own weight so they have to die and their node has to de-level and open the way for the hard working people of the node level 3
This is a way of a vassal getting it's own freedom through such intrigue
We will see.
The effects of such actions should fall on the community, by stalling policies, making node gold be destroyed, etc
Here are four assassination scenarios that are accessible through quests, but made available through the actions of the target. Becoming a target is the result of one's choices as a community leader in the game, and it is a consequence that people bring upon themselves. Being a leader wouldn't be just pristige and flying mounts, but also a cross to carry. Depending on how the player chooses to act, they may find themselves facing assassination attempts. These assassination quests should target mayors and council members, guild and alliance leaders.
Regardless of the scenario, a kill will only be considered an assassination if it meets specific criteria. These criteria include the existence of an active quest, the target being flagged as green or located inside the node, and the target being online for a minimum amount of time while outside of their homes or freeholds. If the target is flagged as purple or red, the kill will be considered a regular combat kill and will not count as an assassination. Leadership hours will not be counted if the target does not come online or if he remains in a secure location, such as a house or freehold. Choosing to avoid potential danger and remaining in hiding will have consequences for those in leadership positions, if targets want to hide, they have to go to a discreet place in the open world or have player bodyguards or run purple flag the entire time.
Maybe attackers could have the option to assassinate too, but with minor changes.
Node wars:
When a node declares war, this event will open a quest available for the denfeders to assassinate the attacker's mayor and council members. There are two types of assassination quests: assassination for points, or assassination to reduce the duration of the war. The assassination should happen while they are flagged as green which will avoid corruption or happen inside any node. The targets must also be active for a minimum number of hours, these hours will only be counted if they are outside of their homes or freeholds. So the assassination targets have to be in the open world or walking on the streets of any node. This means that targets must be out in the open world, walking the streets of any node. Failure to do so will penalize the attackers as lack of leadership, the penalty should be more severe than if the defenders succeed in the assassination.
Guild wars:
Similar to the node wars concept, this idea focuses on targeting guild leaders.
Alliance wars:
Similar to the node wars concept, this idea focuses on targeting all alliance and all guild leaders of the attacker's alliance.
Vassal sabotage:
In cases where a vassal node has accumulated excess XP but cannot advance due to its vassal status, a quest may be initiated to assassinate the node directly above it in the vassal chain.
The following rules apply: if a vassal level 3 node has enough XP to progress to level 4, but the level 4 node only has a small amount of XP, just enough to prevent it from being de-leveled, then the vassal level 3 node may kill the mayor and council of the level 4 node in order to disrupt their operations. The goal is to create enough chaos and trouble that the vassal level 3 node will not be able to farm enough XP and will consequently be de-leveled. Various assassination quests could be made available for different purposes, such as rendering a policy ineffective, delaying policies activation for a significant period of time of new policies, or debuffing all policies.
In such situations, a quest may be initiated to kill the mayor and council of the level 4 node. They are not contributing enough, and therefore must be eliminated, leading to the de-leveling of their node, and opening the way for the hardworking people of the vassal level 3 node to achieve their own freedom through such intrigue.
Just post a notice in the area Taverns: "I will pay 2000 gold to whoever kills the mayor of TootsieRollTown. His name is MrPajamas. Send me a dated screenshot with you standing over the body. ~DrEvilToes~"
Not really, there is a corruption in place and killing the target brings no community benefis. Also, stomping a particular player and cornering him is not really AoC vision
AoC vision is this community driven events and sharing the risks together in a meaningful way
The more cause and effect systems a game has, the more "on rails" it will feel to play.
For example, if declaring a guild war opened up a quest to assassinate the leader of the declaring guild, which then gave the other guild some sort of bonus, there are exactly two ways this would play out. The first is that idea that the guild you are declaring war on is just going to get this bonus would very quickly just become a part of the decision to declare war. The second is that an alt would take over guild leadership, do the declaration and then log out for the duration of said war. There isn't really a third thing that will commonly happen.
Neither is adding anything to the game other than placing players on rails. It is basically just taking decisions away from players.
The game would be worse off. Almost any cause and effect system like this would make the game worse rather than better - and that includes a number of systems that Intrepid have in mind.
And while you're here, stay and buy a drink, or watch a few dancers!