The point is simply immersion.
When you die in a siege (or anywhere), you respawn.
In my idea: When you die in a siege (or anywhere), you respawn, and pick a new first name.
The change is merely semantical in nature.
It wouldn't require a huge amount of code to implement, and it fits the universe better than resurrection, in my opinion.
Thokan wrote:Sure, a portion of the gameplay will be survival and isolationist. Would fit perfectly. But theres the other half of the game too. As Telakh mentioned, what is the point at all if you at phases in the game will die several times?
Sure, permadeath is being discussed by someone individuals. But as I see it, the large scale mechanics for player interaction utterly negates any possibility to that.
Proximo wrote:For each death? maybe to much but you could add a feature like in C-rpg mod for warband. When a player hits level 31 they can retire and get a small permanent boost to experience and gold gain.
You could turn this into a player who has hit master in a skill can retire the skill and get a skill gain/slightly higher proficiency OR on death he will get skill gain since he lost some skill points.
If mastering a skill is very difficult I think you should get some sort of permanent bonus you can build upon for each time you achieve it.
Meh, why add a meaningless grind to an already existing grind that has meaning?