Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

Poison Pill Part II: Caravan Edition

AlmostDeadAlmostDead Member, Alpha Two
edited February 9 in General Discussion
I will preface this by saying that I am not one of the people who thinks we need more risk for caravan attackers. I mean maybe, I'm just not sure, we need to see how testing goes.

That said, I do have an idea for increasing risk for attackers in a player-driven manner. Some may remember a couple years ago I floated the idea of gatherers being able to carry a poison pill in their bags, disguised as a valuable gatherable, which would increase risk to would-be attackers. This same idea would work quite well for caravans.

Basically, a caravan runner can opt to carry a "poison pill" in one of the caravan slots, creating risk for attackers. This poison pill would be disguised as a valuable materials or commodities, but when looted by an attacker or loaded onto the attacker's caravan, would have significant consequences for the attacker. Maybe it would degrade the attacker's return caravan, or cause a one-hour debuff to everyone in the attack party, or whatever. Many options.

It would be a choice for the caravan runner as to whether they want to give up an inventory slot, but depending on the effects of the poison pill, it could be used to help the caravan runner get their goods back after being successfully attacked. This "poison pill" could also be a crafted item with varying levels of intensity, adding another layer of uncertainty for attackers.

I personally think this would be very cool.
Sign In or Register to comment.