I know everyone just wants me to get the game out, but there are some features which are at the foundation of the game that will be harder to go back and re-structure, so that is why I am asking for opinions on this now rather than rushing in to get it done. We can always adjust minor aspects later, but I’d rather avoid complete overhauls when I can. So here’s the problem.
The long version:
Let’s define some terms first.
Dragging is a feature that allows your character to, based on their strength in comparison to another character’s strength, pull them into, out of, and onto other places or onto mounts. This can be useful for practical reasons, such as bringing other characters with you when their players are not online, but it also affects combat by giving strong characters more of an advantage when pulling around victims. Allowing dragging means that strong characters grouped together may be able to pull weak characters into their locked strongholds or onto their mounts to kidnap them.
Death means just that. Your character is dead, and you will no longer be able to play them. That is the end of their story at the moment of their death. Nothing ambiguous about this.
Combat is a turn system. When you hit a character (or an animal), your hit chance and damage are calculated, you deal you damage, and the other entity counter attacks. Then there is a wait period for the attacker, and the defender can immediately make their own attack next time their player logs on, in which your own character will make a counter attack.
Facilities are sort of like buildings, at least in name, but it is better to view this as a property of a town or location. Facilities are built in order to enhance the town and all of them have different effects. Some will increase production time for certain types of resources, or perhaps it will increase output. In example, a farm on the location could double the base amount anyone gathers food resources in that location. Facilities can also add new features, give characters certain buffs or privileges, and overall are the mark of ‘civilization’. A bank will allow an employer character (someone who pays the money to others in return for their work on a project) to be away from the location when pay is distributed - however, without a bank an employer must be on scene. A town hall allows politicians to set customized government policies, and so on, and so forth. They can be used for a myriad of things.
No death in combat means that instead of the character dying, they become incapable. They drop absolutely everything they have, they cannot move, and will regain health over time if they don’t have immediate medical assistance from another character. Even with medical assistance their ability to attack may be disabled for a period of time.
With that in mind let’s go over possible solutions.
1. No dragging and allow death in combat.
You cannot drag anyone, and there is absolutely a dire consequence for being unable to defend yourself, or being unable to deal with threats in time. Personally, I do not like this option. Dragging is also a good strategy for defenders as well as offenders so it leaves the advantage in favor of attacks because they always have the element of surprise.
2. Allow dragging and allow death in combat.
Those from Cantr know this option well, and I have seen many debates over it. This gives defenders some options when being attacked, but it still gives the attackers an advantage because of their element of surprise, while defenders have no way to combat this.
3. No dragging and no death in combat.
By disallowing death in combat, the need for dragging (at least in combat) becomes moot, but you lose the practical outside-combat aspects of being able to drag characters around. It can be very useful. However, we also have the following feature in Marosia, where characters can follow another character and will automatically go where that character goes even when the player with the character who is following is offline. My personal opinion on this is that it’s a bit dull, but perhaps other future players will have some unique perspectives.
4. Allow dragging but disable during combat.
We could keep dragging, but disable it during combat, allowing us to keep death in combat without giving either side an advantage. Not a bad option - it’s definitely the easiest while making things fair, but it doesn’t add any new dynamics to pvp.
5. Allow dragging and death in combat, but enable a facility (a building property of the location that can be crafted mid-level) that can aid weak characters in defense against dragging or attack damage.
This option is probably the richest in terms of adding extra dynamics into the play of combat between characters, and that is why I like it the best. It maintains the dire consequences of failing in combat while adding a dragging feature for both defense and offense, and evens out the playing field between attackers and defenders. It forces weak characters to focus on industry and town development in order to gain more safety since they cannot defend themselves. The way the facility will work in detail is another story, but the aim will be to make it harder to for attackers to just wipe through weak characters without some kind of penalty, consequence, or restriction.
Please vote and let me know your thoughts and comments if you’d like to expand on your answer in this thread.