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
kuddah wrote: » mcstackerson 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
mcstackerson 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.
mcstackerson wrote: » kuddah wrote: » mcstackerson 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.