Jamation wrote: » I think this is a cool idea in theory, but there would have to be some sort of trigger or safeguard in place. What I mean by this is that if a person takes a kill contract what's to stop them from entering the enemy node, standing behind the npc, preparing all of their powerful buffs and such, and then one shotting the NPC? Sure the player might die in retaliation, but the perma-dead npc (until reset) would be a bigger loss than some EXP. No one would realize the person had the contract until the initiated the attack. Maybe if the player has a contract they are auto-flagged as a combatant upon entering the town radius of the node? Or they have to be flagged a certain amount of space away from the NPC. Or the node is given an announcement of which player took a kill contract or the NPC targeted. Also would have to flesh out what constitutes enough citizens to earn a contract. What's to stop a hundred people from storming a city, flagging up, killing the player crafters, AFKers, and townspeople to hit the contract threshold so that a bunch of people can all get contracts. The one thing I don't like is the idea that you have to kill NPCs in order to declare a siege. We're told it's going to be a process enough as is to declare a siege. If anything I'd rather it be the reverse and once a siege is declared, the person that has been targeted could start sending out kill contracts for the node that is launching the siege. I feel like this could be a fun system though. Maybe with some tweaking or just a system separate from sieges altogether. NPC kill contracts sounds intriguing in and of itself.
Voeltz wrote: » I think it's a cool idea for these kill contracts to be quests for an organization found in the world, like the dark brotherhood from the elder scrolls games.