This thread is a product of a discussion in the Discord today. It came to my knowledge that my 'home' game, Lusternia, is unique among IRE muds in that it has 'Influencing', a nonviolent interaction with mobs. And unique to almost all MMOs--most that experiment with stuff like this tend to cripple the exp output/rewards--it is very competitive with simply mass murdering everything to get to max level... (At max level it does fall behind because no crits = slower exp rate).
My question, then... Will Starmourn have anything like this? Or would the devs consider a system like this?
A little more background just in case anyone is curious:
Influencing uses a vital called 'Ego', which acts as a health pool for influence battles. Reaching 0 means you lose exp equivalent to dying. Bringing the target mob to 0 means you win, and they cannot be influenced again on an equivalent time to the respawn timer. There are several types of influence battles that have different effects. Charity, a popular one, makes the mob give you gold (and quest items if relevant). You can also 'Empower' them to increase the mobs level, 'Weaken' to reduce it, 'Seduce' which is mostly there for questing but can make NPCs attack your personal enemies on sight, and influence with 'Paranoia' to stop all quest interaction until reset.
Then there are some special types of influence battles, such as negotiating amnesty from NPCs you might have killed before...
There is also a pvp aspect to this called debating, which involves choosing a method of 'attack', and a 'mindset' that you think will be resistant to the enemy's attack. There's more to it but I'm mostly interested in seeing the pve side. Starmourn wouldn't need to copy exactly... maybe even something like running trade routes, if exp-lurcrative enough, could be OK... but a competitive alternative to farming mobs on the journey to max level would be welcome...
Comments
I do wonder though, the debating side of it, how does that differ from a martial battle? It just sounds like you're using different skills and attacking a different "health" pool, right? Not that is necessarily a bad thing, just curious in a bit more detail about how the mechanics work.
And it can be a distraction/extra sip pressure when you/your friends are doing the stabby shooty thing.
But in the end, you're right, it's just a different attack system on a different kind of health pool. There's other things (namely dramatics/performances) to add complexity to it...
It would be nice to see something similar here in Starmourn, like instead of fishing maybe we have resource hunters, who gather resources from asteroids, comets and other celestial objects. The act of harvesting could give experience while the materials could be sold to other players or city-based NPCs at depots with fixed prices controlled by the Finance minister of that city.
Through passion, I gain strength.
Through strength, I gain power.
Through power, I gain victory.
Through victory, my chains are broken.
The Force shall set me free.
----
Almost dead yesterday, maybe dead tomorrow, but alive, gloriously alive, today.
----
I must not fear.
Fear is the mind-killer.
Fear is the little-death that brings total obliteration.
I will face my fear.
I will permit it to pass over me and through me.
And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing. Only I will remain.
Basically if characters read and learn enough in a certain skill, they will be able to teach Adventures or NPCs this way, they would gain levels threw wisdom and wits
Cause simply fighting would just be regular
I also believe that drinking wine or doing things your race prefers will cause your wisdom to gain a little faster
I am also a fan of the mechanical rewards Lusty used to have for content creation in the form of library submissions and performances that used player feedback to determine the worth of a thing.
Not everyone is going to love all of those things, and that's cool. Bashing shouldn't be seen as the primary/only real method of getting where you are going, imo. MUDs are definitely improved by having variety in your leveling game.
Ah the old what was Neo selling debate...
http://www.scifiscripts.com/scripts/matrix_96_draft.txt
If you actually read the scripts he was supposed to be selling his hacking services to get rid of parking tickets, things change in production though.
You break into nodes, defeat any countermeasures (ICE), and start downloading whatever you can get your hands on (which in turn can bring in more ICE).
Once you're logged out you can track down people to sell it to. But, from memory, the data is less valuable as time goes on and if you, or others, have been selling data from the same node recently. (So publicly accessible nodes can be pretty low value)
We could do better though, maybe have some way to get access to meaningful data/tech that you could sell to an org?
What you describe is like a watered down version of standard shadowrun hacking, complete with the sell data tables. Something like this to unload your hack would be neat and keep hacking player bank accounts out of the equation.
But yeah, I imagine that rather than just having people you can sell data to, maybe it's also a resource that you can use to unlock stuff on an individual and organisational level.
And maybe you can sell that data to players or orgs so they can get those benefits?
ETA - should try shadowrun returns, dragonfall and Hong Kong. All on steam, Google play etc.
'Discoverables' - Easter eggs that reward creds/exp/lore, located off the beaten path. More valuable the more obscure and guarded they are.
Cargo hauling missions (including player contracts)
Exploration missions - Go to area, scan around, find derelicts or anomalies that you have to hack/other 'PvE' skill like a data analysis minigame or something? Same mechanical slot as Archaeology from EVE, so getting the most out of exploring would require a 'PvE' build of spacefaring/hacking/research/salvaging modules, and probably fast engines if you want to get away from mean things.
Trade missions - Get the goods to the person, whether you make, buy, or steal them.
Diplomacy missions - Influencing. I'd be happy just showing up and picking 2-3 responses in a convo with skills and faction rep influencing the end number.