Diplomacy, wars, cause and conspiracies.

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Wigster600
 
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Diplomacy, wars, cause and conspiracies.

Post by Wigster600 » 22 Mar 2014, 16:48

Hi, just had an idea for this, when a building is destroyed or a person is killed (not degradation or natural causes), a lord of a faction can blame it on someone else or claim it as something, he can say another faction did it, giving them something like cause points towards that faction and the blamed faction can say "yes, we did that" or "No, we didn't" and can have faction relations drop and cause increase, giving either side a certain amount of cause points needed if they want to start a war. (presuming that you need cause points to start one.)
Thanks
-Wigster600
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Saxxon
 
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Re: Diplomacy, wars, cause and conspiracies.

Post by Saxxon » 22 Mar 2014, 16:56

Yes it is exactly like that.

The five diplomatic states of LiF are: war, hostile, neutral, friendly and ally. When two or more realms/kingdoms are at war they can: kill players of the opposing faction without alignment reduction, begin extracting resources from enemy territory and can initiate battles and sieges. More on battles, sieges and RvR at Massive PvP battles and sieges in Life is Feudal.

more here: http://lifeisfeudal.com/mmorpgsandLiF/Orders-and-realms-in-online-virtual-worlds


Protunia
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Re: Diplomacy, wars, cause and conspiracies.

Post by Protunia » 22 Mar 2014, 17:30

I am already 100% sure there will be forum things like what you said there going on causing more than enough reason for Drama and Wars. ;)


Proximo
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Re: Diplomacy, wars, cause and conspiracies.

Post by Proximo » 22 Mar 2014, 17:49

As a forced game mechanic? No thank you, I prefer freedom to manipulate a guilds politics.


Siegbert
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Re: Diplomacy, wars, cause and conspiracies.

Post by Siegbert » 22 Mar 2014, 17:51

Wigster600 wrote:Hi, just had an idea for this, when a building is destroyed or a person is killed (not degradation or natural causes), a lord of a faction can blame it on someone else or claim it as something, he can say another faction did it, giving them something like cause points towards that faction and the blamed faction can say "yes, we did that" or "No, we didn't" and can have faction relations drop and cause increase, giving either side a certain amount of cause points needed if they want to start a war. (presuming that you need cause points to start one.)
Thanks
-Wigster600


Isn't this just something very natural? I mean you wouldn't need any gameplay mechanics to have it.

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Saxxon
 
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Re: Diplomacy, wars, cause and conspiracies.

Post by Saxxon » 22 Mar 2014, 18:12

A leader will be able to set this on a whim. So if he wakes up pissy one day he could start a giant war but he will have to keep in mind his political standing and influence just like leaders had to in the dark ages.

Protunia wrote:I am already 100% sure there will be forum things like what you said there going on causing more than enough reason for Drama and Wars. ;)

I would almost be willing to bet there will be a forum section devoted to this activity. I believe Bobik is a big supporter of guild/political drama so stay tuned.


Proximo
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Re: Diplomacy, wars, cause and conspiracies.

Post by Proximo » 23 Mar 2014, 05:09

Yes Saxxon I know and I was referring directly to the OP's suggestion.

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Cndo
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Re: Diplomacy, wars, cause and conspiracies.

Post by Cndo » 25 Mar 2014, 23:13

not a fan of having points for such things I think blaming someone for something bad that happened should occuring in game, it wouldn't be hard to convince many and maybe on the forums if need be.
Cndo - Adminstrator/Elder of Northmark Guild

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