My Issue with the Caravan System - Risk vs. Reward in PvP
Hello everyone, Vlhadus here. I've been talking in podcasts, to friends and anyone that loves Ashes of Creation about the recent Caravan system that was showcased this past month. I know PvP wasn't shown however, there is clearly an imbalance in risk from people attacking caravans all day. I think I have came up with a solution that makes it pretty much equal between attackers and the people who made the caravan in the first place.
Okay, so let's talk about a realistic scenario that will happen in the Alpha 2 regarding Caravan PvP. I'm a GM of a guild that attacks all potential caravans in sight. Doesn't matter who it is, we attack. I bring my team of 40 people to attack a nearby caravan. We engage in battle and overpower the defending team pretty easily. We kill all their players and successfully destroy the caravan. The caravan loot is on the ground and each of us gets a small caravan piece and places it in our player inventory. After that, we ride off into the sun set to destroy more player constructed caravans. Do you see how little is risked by the attacking side? This is my proposal to fixing the risk vs. reward regarding attackers.
Let's use the same scenario listed above. My team of 40 players riding off to find a caravan to destroy and loot. We find a caravan, attack their team, kill off their team and destroy their caravan as well. The first thing that would happen is everyone on the attacking team would become a "bandit". Similar to corrupted players, bandits are now visible to anyone in the bounty hunter system. Bandits are weaker towards Bounty Hunters and Bounty Hunters can kill bandits for extra rewards. Also, bandits are still purple combatants but with a debuff labelling them as Bandit. It's like a lesser than version of corrupted players. This also expands the Bounty Hunter system which needs some work anyway. Also, just wanted to make this clear about the bandit system, they would ONLY become bandits once the attack on the caravan was successful meaning they destroyed the caravan. Before that, they are just combatants. The second thing that would happen as soon as the caravan is destroyed and the loots goes everywhere, NO ONE CAN LOOT THE CARAVAN CRATES! No attacking players, no defending players or anyone can place any crates into their player inventory. This is where it becomes equal. One of the people on the attacking side would have to place a caravan from their inventory on or near the caravan wreckage. The two minute timer starts and once completed, the new caravan AoE loots all the caravan crates into its storage and now the tables have turned. The bandits are now defending their caravan with stolen goods heading to whatever node they want to drop off.
The main problem with the caravan system to me was one side made a caravan and the other side wasn't. Now, EVERYONE has to make and have caravans in their inventory in order to pick up the cargo on the floor. I don't like the idea of people picking up items and riding off with them even if they are small. I know this forces people to use the caravan system on both sides but I think it is good overall for everyone. It makes it more fun and exciting, imagine you are close to a node and are like 20 yards to the yellow line at the node and the attackers destroyed your caravan! Now, they can place their caravan (if they have one in their inventory) to get all the loot and safely pass in to the node! Or now it creates this battle royal right outside a node for treasure! I know as it stands that you can only place caravans right outside the node but I think Intrepid should also allow us to place caravans on wreckages as well.
If you are hauling multiple caravans and one of your caravans is empty, and you see a wreckage of spoils on the floor. There should be a caravan ability that AoE loots the wreckage onto your caravan storage. The ability can be channeled and take like 20 seconds. I want the caravan system to be like a game of cat and mouse and by making the looting ONLY by spawning a caravan at the wreckage, it makes us both make a caravan, buying/using components however the attackers have a disadvantage by becoming Bandits and also carrying stolen goods. Just want to mention that if the original caravan owners destroy the attackers caravan, they can take their stuff back and its not labelled stolen. As long as the original caravan owners have another caravan in their inventory or they brought one from a node.
I'm not saying this is a perfect fix or the right fix but hopefully a step in the right direction. I also just wanted to mention Mules and what their function would be in all of this. Me, personally, I wouldn't allow Mules to loot ANY Caravan crates from wreckages. Mules are player mounts and I wouldn't want Mules to deter the caravan system. I would make mules have extra storage space for gatherers to place their mats in. It would be too powerful if they could loot even a single piece of caravan materials. It would just be a numbers game at that point for attackers. Okay well, thank you for reading my feedback and I would love to see your thoughts regarding my fix towards the caravan system!