Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Capture Settings: Changes, Improvements and Thoughts
#9
As someone who played during Spires, I cannot stress how badly it felt to have a random pack of 5 dudes roll up on you unannounced, and chain-verb you to death. I personally feel that removing cap0 would serve as nothing more than to end characters prematurely, not increase the overall enjoyment of the game state.

People will roll in doom-squads more than they already are, because a lonely miner just trying to gather stuff would be be tantamount to suicide if he gets rolled up on by a legion of the opposing faction. It would completely stall the early game of a character until they were capable of standing on their feet, and create scenarios in which there might be awkward OOC-feelings mixed into it, because Evil McBadguy captured Holy Steve (Even if in a fair fight with an appropriately levelled minion), and Steve is only RPL 100 because he made three days ago.

So now Steve is going to sit in jail for a while until rescued, or an admin greenlights an escape (Which can be great character-building, don't get me wrong), or if his captors aren't so merciful, just off him before the opposition can properly mount a rescue, which obviously sucks for Steve because he just made, and was looking forward to playing the character.

Obviously the goal is to have fun with the fights we do, but dying to a random encounter in the wilds to someone you've never met before because the rules arbitrarily told you to have that risk on your first go, is not good game design, it's just a punishment for not being prepared.
Reply


Messages In This Thread
RE: Capture Settings: Changes, Improvements and Thoughts - by Spiffspoff - 01-22-2023, 02:27 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)