nonsonogiucas wrote:Scilly_guy wrote:I have to say this is rather quickly getting away from what salem should be about (witch craft and pioneering) to something a bit more military and tactical. I am all for a simple intel network, but not some complicated system of control points.
I see your point but... has it ever really been? I mean, there is pvp and towns but no witches...
I'm not trying to invalidate your argument, just really confused.![]()
For a game about witches to work you must basically have two factions: the pioneers and witches. Those two faction should then have an impicit or explicit agenda, they could be fighting for territory or fame or it could be as simple are pioneers are hunters and witches are hunted.
Am I totally blind or nothing of the above made its way into the game? Not even the "about" page of site says much about it, where you could easly mistake them for a high end mob.
I can see why you say I'm going off the "intended" track for Salem (even if not off topic) but are you sure the type of game we are playing now isn't already off track compared to what you are referring to?
Do you know where can I find a clearer statement from the previous devs about the witches role and gameplay? Cause JC says "I'll give you witches" like everyone is expecting them (Yes, I know, game's title says "witches", but...).
I see a possibility where witchcraft is the answer to questions about relevance to the the theme when implementing features that otherwise seem artificial or inorganic to the Salem environment.
If a character has the employ of a witch residing in the dark region or has converted to witchcraft as opposed to the other two possible religions (say, christian or native american), conjuring creatures to do their defensive intelligence work or serve as a first contact for defense can be believable (in effect, not seem out of place in the game)
Players can also dance to the spirits of the animalist native american religion to employ services from more native american themed apparitions for defensive roles.
Christians would also have their benefits if they learn proper prayers for example.
Employing such a system would allow for a structure of hierarchy in player advancement that creates player alignment to factions as well as allowing for protective help from raiders attacking without any defences to vacant homesteads.
(Sorry if my wording is confusing. I hope you can understand what I'm saying. re-reading it confuses me lol.)
What I'm thinking is using religions to get help against what is otherwise a very easy raiding opportunity once your claim is discovered while you are absent.
And there can be three religions to choose from; witchcraft, native and christian; that each specialize in their own bonuses towards defence of claimed space.
Cheers!