8 reasons why players should drop their equipment in sieges/battles
Many are against the idea of there being any penalty to sieges. You might be wondering why I might be behind such an idea. Let me explain firstly, that I do not support exp loss or corruption mechanics to exist in sieges upon death. Meaning, I do not support that if you die, you go negative with exp (which leads to a reduction in overall stats) and I do not support that if you kill someone during a siege, your corruption level will increase (which leads to ostracization as well as increased chance of dropping loot).
After reading the Ashes of Creation vigorously, I have come to the following idea. That during sieges, players drop the entirety of their loot.
You see I have an idea. Instead of players losing their personal loot that they worked for, players will lose loot that wasn't even theirs to begin with. It will be equipment given to them by the defenders, or the attackers of a siege.
So if I am mayor or guild leader, I have to fund my soldiers (players/you) with base equipment... weapons, armor, the whole lot. This can be incredibly high quality armor or low quality depending on the wealth of a guild/node. It is entirely their choice depending on how well they want their army to perform in combat.
(Know that I am receptive to any feedback.)
(Beware! Essay ahead!)
This would do the following:
(1) Increasing demand of artisans and resources. Also is a catalyst for trade caravans. As guilds and nodes require more equipment for their soldiers, it will also increase the demand of the resources needed to make them, and also increase the demand of the artisan occupation's related to it. For instance if a guild lost a battle, losing tons of equipment, they will need more. Assuming they have wealth left in the bank, they will issue out contracts to people who make those equipment, like blacksmiths, tanners, etc. It will also motivate traders to go out to farther nodes to make money by selling the materials that are needed, thus increasing the trade overall within the server.
(2) Migration. As a result of wars affecting nodes/guilds, people will be motivated to leave the land they are familiar with to other places in the server that aren't plagued with war. Meaning wars will affect the players decision to stay within the ZOI (zone of influence) of a node or a castle since there will be higher taxes, which affect prices of the general market. Which means that wars cause others to want to move because of the unhealthy circumstances war causes. You might be wondering why I want this? Well simply because war shouldn't just be a matter of excitement for those participating, but also a negative to the node, and the people who are involved. Migrating is also a healthy thing for a server, as certain parts of the map are more experienced instead of just one area, making wars a large event not just within that area, but the surrounding nodes as well as the server.
(3) Declaring war is costly. Instead of just having a scroll which allows you to declare war and having met the guild level to do so, you will also need a lot of money to fund people participating in it. You will also sacrifice the wellbeing of the realm that you rule over as mayor, or monarch in making the decision to go to war. Do I want to raise the taxes of my realm in order to fund the war? Or do I want peace and prosperity? It is not as simple as, "Nice! We can go to war for fun!" Instead there are actual consequences to the choice.
(4) Incentivize guild uniforms. Guild officials as well as node mayors will have to make a standard equipment set for their soldiers. Sick right? Players can enter sieges and battlefields with all the same uniforms of the guild they are a part of. If you are involved in a siege, you can see two opposing armies in uniforms of their side, vs your own. Naturally, intrepid plans to add some customization abilities to armor such as dyes to further flesh it out, or maybe the ability to even put the guild insignia on it. Further enhancing the cinematic effect. Moreover, making guild uniforms would make this game infinitely more entertaining, not even just in sieges. Your guild will have a sense of identity. The guilds with the coolest armors will be the most joined, and people will have a sense of belonging in their guild.
(5) Discipline within guilds. If players drop guild/node funded loot, then guilds will take war very seriously. They might condemn players who blindly rush into the enemy thus, losing the precious money it took to fund it all. Player who act stupidly, will not be viewed lightly as they are simply draining the resources of the guild they are apart of. Guild leaders will actually use strategy to win since there is money on the table if they lost. Meaning, war will be war, not a mosh pit of frenzied players, but orderly, and tactical. The cost is not just the prize of whatever ownership of a node/castle is lost, but also the personal funds of the people that occupy it.
(6) It is easier to distinguish between friend and foe. If allies use the same equipment as you, then it is easy to tell who is your friend, and who is an enemy during battle. In alpha one, there were many complaints about the name-plates being disorienting. Well this would help alleviate the issue of being unable to tell who is who.
[Counter argument] : Allies and enemies can just use their guild insignia to differentiate between friend and foe.
Well, no. Because then we'd have to look at the guild insignia above every player to tell which are friends and which aren't, which would be very distracting. Plus they will be very tiny, so how can we tell who is friend and enemy?
[Counter] : We can just outline enemies in red.
Yes we could. But don't you think using armor to tell who is friend and foe in a battle is more exciting? Moreover, the red outline may have some detriment to player experience during these sieges, as there will be about 250 v 250 sieges. It is an extra component our computers will have to load in among all the effects of combat of so many players. I can see how the red outline may be necessary, but why not improve it even further with this?
(7) It would make use of the taxation system. Right now, tax is only being used for infrastructure purposes (Yes it is in alpha 2 development, but where else would taxes come into play? It seems like taxes have a small reason to exist in ashes of creation). If you want to declare war, the officials of a guild might have to put up a higher tax in order to fund the equipment of the people fighting in battle. I mean where else would taxes be used besides building infrastructure? Including a mechanic where players drop loot (tax funded loot) during battle, would cause the war efforts, to directly correlate with the economy of the two nodes involved. Meaning if a war is current between two nodes, the wellbeing of the economy would crumble. An idea that I personally appreciate, as wars would have an impact on more than just the level of a node, but also the economy of that zone of influence as well.
(8) Money opportunities in wars increases PvP player base. Since guilds might make their own equipment to give to their members, it would naturally, give players some motivation to join guilds. Moreover as a result of the fact that players now drop loot from death in battle, there is wealth to be found in participating in battles and sieges. Besides money, what gets people to participate in wars? Nothing besides the pride and reputation in their guild, and just the excitement of it. The victors of either side, would not only win the regular toils of their victory, but battles become an opportunity for money as well. Soldiers of any side after victory, can loot the bodies of the dead on the battlefield, and sell them, or even dismantle the equipment themselves into raw materials to sell, or to craft with. Hell, even random people not even participating can acquire loot off the field, which would only contribute to the overall immersion of the game. We can even create the term, 'looters' since there will be bound to be players who follow battles just to steal some equipment to steal after it's done.
Any feedback is welcome, because I do want to know if what I am proposing is completely viable. Thanks for reading.