The reasons to PvP

QueanQuean Member Posts: 87 ✭✭✭
Greetings!

As with every IRE game, I am confident the combat system in Starmourn will be elaborate and intricate. However, at this moment I am more curious about possible reasons to enter PvP. Will we be able to fight over resources? Territories? Trade routes? I am asking, because I am considering finally learning to MUD PvP (I have always been a socialiser-explorer-content creator type), but I would need a more meaningful reason to do this than bounty hunting or raids that can be recovered from within RL hours. Any chance for such meaningful reasons to fight?
Starmourn Launch Countdown:
https://countingdownto.com/?c=2341194

Answers

  • TectonTecton Administrator Posts: 686 Starmourn staff
    Answer ✓
    There will definitely be conflict points to fight over, be it as a persona or in your ship, and we'll undoubtedly continue to add more of these based on how players interact with the world and each other!
  • SairysSairys Member Posts: 237 ✭✭✭
    Answer ✓
    Personal hope for Org V Org is that it'll all feed back into an overarching system.

    Like the trade routes/territories in the OP get the org special comms that they can use to make/power neat stuff for their organisation.

    With options for non-combatants to meaningfully help out as well and new Org v Org stuff being wrapped into it rather than being stand alone.
    Avatar by berserkerelf!
  • QueanQuean Member Posts: 87 ✭✭✭
    That would be my gaming dream come true :)
    Starmourn Launch Countdown:
    https://countingdownto.com/?c=2341194
  • SairysSairys Member Posts: 237 ✭✭✭
    Quean said:
    That would be my gaming dream come true :)
    Yeah, it's mostly based on frustrations with Org v Org systems elsewhere and how little non-coms can help.

    Also, it'd ideally mean that the inputs (events/activities that generate org comms) and outputs (bonuses / expansions earned through the system) would need to be managed/expanded on.

    Also like, orgs could potentially trade resources with each other. So they could make deals and the like
    Avatar by berserkerelf!
  • RilkorRilkor Member Posts: 21
    Having resources that are unique to each org is an interesting idea. It would be pretty cool to have it so that you could only craft certain types, or styles, of items if you had access to a particular resource. It would attach more significance to inter-org conflicts too.
  • ShinonomeShinonome Member Posts: 167 ✭✭✭
    Rilkor said:
    Having resources that are unique to each org is an interesting idea. It would be pretty cool to have it so that you could only craft certain types, or styles, of items if you had access to a particular resource. It would attach more significance to inter-org conflicts too.
    Be very very careful going down this road. Lusternia tried it in its early days; what happened were trade bans, and people paying extortionist under the table prices to get around it... for things as basic as health potions...
  • RilkorRilkor Member Posts: 21
    Shinonome said:
    Rilkor said:
    Having resources that are unique to each org is an interesting idea. It would be pretty cool to have it so that you could only craft certain types, or styles, of items if you had access to a particular resource. It would attach more significance to inter-org conflicts too.
    Be very very careful going down this road. Lusternia tried it in its early days; what happened were trade bans, and people paying extortionist under the table prices to get around it... for things as basic as health potions...
    Yeah, I'd imagine it would be a tough thing to balance. 
  • SairysSairys Member Posts: 237 ✭✭✭
    I actually meant something more like.

    Say... crates of plasteel being an "org level" commodity (players would get chunks instead).

    Any org could get them through various activities. For example, players might be able to mine stuff and make them, in lusternia village tithes might give them, or something else.

    And then the org could give it to research teams to investigate for potential new uses (a tech tree mechanic effectively), maybe build something using it and other org level comms, use it to maintain existing stuff. Some comms might be fuel to keep certain benefits powered.


    With the tech tree part, it could also direct goals in org v org stuff.
    Like, if you really need unobtainum for that next research project, your org will probably want to go for an objective that provides it, maybe even making non-competion agreements with other orgs to improve your chances.
    Avatar by berserkerelf!
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