Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

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.