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Post by nicethugbert on Sept 4, 2009 12:58:33 GMT -5
I am dreaming up an idea that I don't know what to really call it or even how far it goes. But, basically, it involves dynamic populations driven by the player base's kills.
Let's say, the server NPC population has a certain default make up. If players kill lots of wampus then, the wampus population will be weak, not just in numbers but also the wampus leadership. They'll be limited in levels and powahs.
If they don't kill a lot of wampus then, the wampus will be strong.
So, as players advance in level, if they don't cull the wampus, the wampus grow in strength.
When you have a number of races, this can get interesting, especially if you tie it into other systems.
This would effect loot drops. The more you hunt a race, the less they are worth hunting. But, it might make the next race down the line stronger.
With stealth and survival skills, you could get around, targeting populations for loot without disturbing the delicate balance, if you choose.
So, classes can come into play here too. It can also be reflected in loot drops.
But, what if the wampus being strong meant the LE forces were weak? This could mean fewer services and higher prices in town. This could impact crafting and other gold sinks like forts.
How about players that kill town folk? This could weaken the town. You could exile these players to monster lands and let other players PK them on sight. There was an NWN PW named World of Torr, now up on the vault, that had an exile faction and that's how they handled PvP. Exiles had a bleaker existence.
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Post by mammothtruk on Sept 8, 2009 9:35:40 GMT -5
I really like this idea. It has a huge impact so the world isnt static. Could also be used to spawn the camp/village/town placeables based on the number of the races population. So the settlement fits the number of folks. Tying in the survival skill to lower the impact on a population is a cool idea and something else would be a custom GUI that indicated the strength of the population of your current area? Indicating after a few kills if its strong or not so you can move on to something else if it doesnt fall in the range your looking for. And race factions for players! Making there a reason for everyone not to be the same race. Everyone thats logged in counts towards that races population cap Also this fits into the stronghold scheme really well.
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Post by nicethugbert on Sept 8, 2009 21:16:39 GMT -5
Yes, and I think it's better than decreasing XP for farming the same creatures because you can actually see the change in the creature's size, types inhabiting a land, their neighbors, their fortifications, their bosses, their loot. Everything changes, but, not necessarily to make things easier overall. Kill to many beholder hunters and you risk bringing a beholder invasion on LE. The Mayor is not going to appreciate that.
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