Nerror wrote: » Specifically for defensive buildings and structures, I think we need a system where the mayor cannot remove or demolish any. It also shouldn't be a system where you have to choose between them IMO. Only the order in which they are built. They mayor can refuse to build them in peace time of course, but I think as soon as a siege is declared on a node, the defenses should auto-appear and be able to be built by the citizens without any mayoral actions.
"Dygz wrote: » How much would it cost to bribe a Mayor to let their Node be destroyed? They would not be Mayor anymore.
Azherae wrote: » "Dygz wrote: » How much would it cost to bribe a Mayor to let their Node be destroyed? They would not be Mayor anymore. About a 25% margin of return on whatever they paid to become Mayor, if the Node is Economic. This is one of the main ways that Economic Powerhouse guilds/groups could shape the world. Send someone to become a citizen of a node you don't like, give them a ton of money to buy Mayorship and tear down all the defenses, then Siege the Node. "Tearing down the Defenses of the Node" is their job. They don't care about being Mayor..
Jeebee wrote: » I'm a player who has more patience than sense and would take the time after the destruction of my town, my home, and all of my assets to climb back from refugee status and do everything in my power to assist in the destruction of that original opposing Town, however a lot of players aren't as petty as I am and that would likely be the end of their journey in Ashes.
Dygz wrote: » Jeebee wrote: » I'm a player who has more patience than sense and would take the time after the destruction of my town, my home, and all of my assets to climb back from refugee status and do everything in my power to assist in the destruction of that original opposing Town, however a lot of players aren't as petty as I am and that would likely be the end of their journey in Ashes. (It's not a loss of all your assets, though. It's a portion of your resources and processed materials.)
Jeebee wrote: » There's a fine line to what are acceptable levels of community drama, and as thrilling as this particular hypothetical political drama would be, the loss of player retention would likely be catastrophic. One of the main selling points of the game is to be an MMO with "Risk versus Reward", but where is either when you have this scenario happen in a militaristic node where the person in charge is there because they won a mini game. I'm a player who has more patience than sense and would take the time after the destruction of my town, my home, and all of my assets to climb back from refugee status and do everything in my power to assist in the destruction of that original opposing Town, however a lot of players aren't as petty as I am and that would likely be the end of their journey in Ashes. I agree that the simplest solution is to just not allow mayors to be able to deconstruct/downgrade defenses as is likely the case.
JustVine wrote: » Without mitigating mechanics I think your hypothetical situation could cause too many situations where many communities get a bunch of their stuff destroyed for.... Basically no reason. I don't know how bad that would be for player retention. It'd require a little more thought on the pillage node destruction and loss mechanics than I feel is currently available to the public.
Jeebee wrote: » Can node buildings be deconstructed/sold? What if hypothetically a mayor was bribed to remove siege defenses to better allow the opposition to succeed? Are there safeguards to stop this from happening or is this level of politics by design?