Crossroads - Salem version

Forum for suggesting changes to Salem.

Re: Crossroads - Salem version

Postby KruskDaMangled » Sat Aug 16, 2014 8:37 pm

ImpalerWrG wrote:
kaillslater wrote:What if town bells could be upgraded, via witchcraft, to provide 3 to a town. TB would only need large upgrade (spell with some large fixed resource cost) and not a destroy/rebuild. The TB upkeep would be increased, wether through silver or other meter to keep bonus functions in effect.

As a corrolary, I like the idea of levels of permissions within a town. Just as trial members can do only certain things, there may be one or more intermediary groups that gain permission to do more on a town claim, ending with the ability to destroy defences. No idea how this would be determined, but it's a thought.

Final tier could also allow 3 permissions. This way, sensitive areas would not have keys given out, and only the trusted town members would have access.


Good summary of the options available for key, I don't think any of us want to move backwards on keys though, so stay with level 2 or advance to 3 is the question.

I'm not for involving witchcraft in town management for 2 reason, first witches don't exist yet, second witches are thematically loners who live in opposition to all law and authority so they should not have any mandatory involvement with towns. As for the whole idea of needing to upgrade to get the level 3 key/gate action, I think it just needs to be the way ALL gates work and no involvement with town is needed or desirable, one system will be simpler and more consistent and as I said p-claim owners benefit because most towns are going to initially grow out of a personal claim as the owner invites people in to co-habitat, it is exactly at the formative stage of development when gate protection is needed most.


The myths and superstitions about Witches suggested that they sometimes worked in Covens. I think it's more an issue of the Witch option being the "Dark Side", and basic management options for towns should be open to all. I expect their will be plusses and minuses for towns and individuals that choose one side of the coin or the other, but again, some things are just going to be basic.
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Re: Crossroads - Salem version

Postby lachlaan » Sat Aug 16, 2014 8:57 pm

I'm gonna sound like an ass for this, but the point of realism has been made before so I'll make it in this case as well.
Normally if you wanted someone to have free access to your house, you'd give him keys, check.
When you figure out they're stealing from you and/or might allow a group of strange people inside your house to party and smash stuff, you would either
a) revoke their keys if you can obtain them from said now unwelcome person
b) change the lock, in the uncertainty of wether they'd use the old keys maliciously or not

Now the second option still seems like an option even if the old person used to have a key. As for active infiltration, I think that sadly might end up remaining a possibility for the sheer reason that the current dev team likes us ***** bricks at the sheer thought of risking our safety to socialize xD
Exactly 6.022 x 10^23 worth of Lach molecules.
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Re: Crossroads - Salem version

Postby Procne » Sat Aug 16, 2014 11:10 pm

lachlaan wrote:I'm gonna sound like an ass for this, but the point of realism has been made before so I'll make it in this case as well.
Normally if you wanted someone to have free access to your house, you'd give him keys, check.
When you figure out they're stealing from you and/or might allow a group of strange people inside your house to party and smash stuff, you would either
a) revoke their keys if you can obtain them from said now unwelcome person
b) change the lock, in the uncertainty of wether they'd use the old keys maliciously or not

Now the second option still seems like an option even if the old person used to have a key. As for active infiltration, I think that sadly might end up remaining a possibility for the sheer reason that the current dev team likes us ***** bricks at the sheer thought of risking our safety to socialize xD


That's not accurate, because:

1. We are not talking about house, but a whole town. In the past it was also not possible to verify the loyalty of every citizen, but there were gate guards who would stop traitors from opening the gates for enemies. They would also warn the rest of the town if enemies were near.

2. In real life the fact that citizens could enter / leave town didn't imply they are able to open gates for anyone. City guards controlled the gates and citizens only had a right to pass when the gates were open

3. In real life a traitor / spy risked his life and his faction risked their involvement being revealed. In Salem you only risk the time you spent on creating a throwaway alt, while your main characters are completely safe. And your faction's involvement may be kept secret in case of failure (no tortures, no traces, whole traitor's correspondence outside of the game)

Institution of a city guard, while feasible with the current game mechanics, would be unfun and inconvenient. You can't copy all solutions from the real life. For the good gameplay you have to tweak them to get rid of the boring stuff and promote the fun stuff.
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Re: Crossroads - Salem version

Postby kaillslater » Sun Aug 17, 2014 5:39 am

Procne wrote:
lachlaan wrote:good reasons


That's not accurate, because:

1. We are not talking about house, but a whole town. In the past it was also not possible to verify the loyalty of every citizen, but there were gate guards who would stop traitors from opening the gates for enemies. They would also warn the rest of the town if enemies were near.

2. In real life the fact that citizens could enter / leave town didn't imply they are able to open gates for anyone. City guards controlled the gates and citizens only had a right to pass when the gates were open

3. In real life a traitor / spy risked his life and his faction risked their involvement being revealed. In Salem you only risk the time you spent on creating a throwaway alt, while your main characters are completely safe. And your faction's involvement may be kept secret in case of failure (no tortures, no traces, whole traitor's correspondence outside of the game)

Institution of a city guard, while feasible with the current game mechanics, would be unfun and inconvenient. You can't copy all solutions from the real life. For the good gameplay you have to tweak them to get rid of the boring stuff and promote the fun stuff.


What about a hireable NPC for guard towers? Require food and pay as upkeep, and only allow entry through a single gate for allowed players? Effectively, the NPC would be a glorified turkey coup required to open a gate, but it would maintain realism.
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