Flannery wrote:Hey mate!
I do not mean to disrespect you or anything, cause I have nothing against you - On the contrary I read your ideas with enthusiasm
But I keep seeing you go on and on about a NPC driven mechanic where you have NPC villagers and guards.
This will not happen in LiF - so basing ideas upon such mechanics really is no point at all. Better to base ideas on, and around what we know will be the core game.
Why use time on ideas that directly contradict the visions of the Dev's?
One thing is to help develope and have a brainstorming around what can be done and possible with in the frames the Dev's have set clearly down for us - another is to use time and space on ideas that the Dev's have said will never be in this game.
I really have respect for your creative mind - as you clearly have good thoughts around gaming. Why not use it for something that can be used with in the frames of the Dev's?
Well I am actually also talking about society.
Although for game relevance, discussing feudal systems is a good idea if only to think on those topics.
on the topic of NPC villagers that can be emulated as any bonus for any building in ones town. If you get a bonus in any area for building a type of structure, that is an emulation of some villagers working at that structure, so they may be doing some of that, and not fleshing out the actual NPCs currently.
So if you added equipment, or buildings that add to your harvesting ability, that can be presumed to be some NPCs working for you.
You can replace each comment with NPC villagers, with Craft or Town base skill bonuses or abilities. And the comments mostly make the same sense, although without all the flavor.
If you don't clear out some enemy nest near property, they might damage a structure and lower some skill, would equate to scare away villagers.
If you want to build a castle, you probably have to build some equipment, no one person could build a castle very often, so it emulates the npc villagers as some ability to build something, or bonus to build something. Since in real life the equipment had hired or in feudal systems peasant workers working there.
So any 'requierment' to build something being based on finishing quests, or hampered during attacks by pve or pvp, would emulate having villagers.
That being said, all the ideas of losing villagers could translate to losing bonuses to time to build or repair, or ability to build. Damaged or looted equipment for example.
A perimiter fence that 'protects your area' emulates hired guards. And showing them building walls, or repairing, or policing streets would be NPC villagers, however the mechanism of a Clan Fee and keeping a 'fence up' or a 'housing fee' and keeping property safe from pillagers, is an emulation of hiring some NPC guards.