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Capture Settings: Changes, Improvements and Thoughts
#1
In many aspects of Eternia we find conflict and battle to be the main aspect as to how problems are resolved.
You dislike someone? You smash their face in.
You want your political career to kick off? You knock off the old leader. Combat is an essential part of Eternia and is not going anywhere anytime soon; yet that does not mean combat can not be granted a sense of tension and fear like it has for so much of the early portion of Eternia and its history.

The existence of capture setting 0 has more or less removed a lot of tension which could have otherwise come from raw and wild interactions. Making the whole of Meranthe feel much safer than it really should - It's important to be reminded that Meranthe is now a continent with undead, demons and all manner of depraved activities.

Your interactions both on an inter-personal level and in the wilderness should reflect this going forwards.

[Image: 43fe45af188e3190b12177b08c8d2814.png]

Over the course of the Battle-Log, we have had 11,000 capture 0 battles and a little over 8,000 capture 1+ rolls.
Imagine for a moment just how different things would have gone if capture zero had never existed. How many interactions would have changed and how many stories would/could have shifted due to many differing effects.

I understand that to some; capture 0 is seen as a tool to remove griming/awkward situations for those much weaker than their opponents. No one likes being collared and captured by a settlement while your fellow faction members have little to no sway over said interactions; Which is why I propose two new mechanics in addition to removing capture roll 0 from the game.

** Mana-Ridden Blood
Throughout a conflict a message can be spoken without words. Upon the scene of a capture - The blood of the one captured will be spilled with a brief description of the setting and what occurred in the battle (written by the victor.) This will allow those involved with the character; if they want to pursue another new ruling/mechanic setting added into the game.

** Impromptu Raids / Prison Breaks
These can be requested at anytime by the admin team, provided either side has at least THREE people online at a time. Taking place during the night at higher stakes (you're in a demon capital/Aen Port) and working to aid your fellow soldier/demon to escape. They'll act as 3v3 skirmishes between the captors and opposing cities who decide to hold onto their captors for whatever reason. Back in the era of spires we had something similar, you could throw up an ahelp [DECLARING RAID] and the atl would be storming jianghu's towers or dawn would be breaking down eidolons walls. Occurring all roughly in the same night as opposed to waiting a week+ for 20v20 manned raids. (Which are good and DO serve a purpose still!)

This would allow for scenes to flow more dynamically and for those involved with the captor (Say, your brother or wife.) to have a chance to act and create a much larger scene/conflict in the grand scheme of things.

In closing, capture setting 0 being removed would not only reflect the new severity which has settled across Meranthe; But all the same allow for much more dynamic roleplay and tension to build between factions and players alike. Making people think before simply striking a stronger opponent and being able to escape with little more than a temp that will be healed by your six medics in a matter of minutes.

Of course, I would also like to hear the communities opinions on the matter as well as the current gamestate/feel of it overall.
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Capture Settings: Changes, Improvements and Thoughts - by TheHopscotch - 01-22-2023, 01:05 AM

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