The established towns are wealthy. Generations of characters have lived, worked, died, and left behind vehicles, buildings, machines, tools, highways, filled storerooms, detailed maps, etc. They have little need for labor because they already have everything. Also, their social organizations and rules have settled into a workable form that manages resources, deters and punishes theft and murder, maintains trade routes, etc. When a newspawn comes along and asks what work there is to do (as mine have), there is silence. Newspawns in these towns could be equipped with a steel weapon, an iron shield, a vehicle, and a home. They usually aren't given such things right away because the old folks want to break them in and make sure they are trustworthy. But scarcity plays a relatively small role.
So the answer IMO is to send more newspawns to the frontier, where they will be needed and valued. In a frontier town, every hand is needed for it to scrape and claw its way beyond bone and stone technology. The animals outnumber the people, so healing foods are needed. Pirates can not only steal and murder but can wipe out a whole town.
Spawning Points
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
-
Idriveayugo
- Posts: 667
- Joined: Sun Dec 23, 2007 8:25 am
- Location: Yugoslavia
Chris wrote:
So the answer IMO is to send more newspawns to the frontier, where they will be needed and valued. In a frontier town, every hand is needed for it to scrape and claw its way beyond bone and stone technology.
What about for those already developed towns which have aspiring leaders who want to have more newspawns for extra manpower? I remember once having a character who could have used all the newspawns in the world, but when few came, he eventually moved on and changed his goals.
- SekoETC
- Posts: 15526
- Joined: Wed May 05, 2004 11:07 am
- Location: Finland
- Contact:
Um, here's a counter-suggestion. How about instead of a newspawn bait, you could build a newspawn scarecrow? So towns like Siom who already have enough people and don't want new ones could install a scarecrow outside and it would reduce their chance of getting a newspawn.
Ok this is rather ridiculous.
Ok this is rather ridiculous.
Not-so-sad panda
- w.w.g.d.w
- Posts: 1356
- Joined: Sun Oct 02, 2005 4:46 pm
- Chris
- Posts: 856
- Joined: Sat May 05, 2007 1:03 pm
Idriveayugo wrote:What about for those already developed towns which have aspiring leaders who want to have more newspawns for extra manpower? I remember once having a character who could have used all the newspawns in the world, but when few came, he eventually moved on and changed his goals.
I'm not saying cut off the developed towns completely. They would still get newspawns. As I said in another thread, maybe the answer is to return to fixed spawning locations, at least for frontier islands. If a frontier island gets 10 newspawns per month, but they are scattered all over the island, no town will ever reach the sweet spot of being big enough without being impersonal.
-
Idriveayugo
- Posts: 667
- Joined: Sun Dec 23, 2007 8:25 am
- Location: Yugoslavia
Chris wrote:I'm not saying cut off the developed towns completely. They would still get newspawns. As I said in another thread, maybe the answer is to return to fixed spawning locations, at least for frontier islands. If a frontier island gets 10 newspawns per month, but they are scattered all over the island, no town will ever reach the sweet spot of being big enough without being impersonal.
Don't get me wrong, I think we still need to have frontier towns be able to acquire newspawns (I just forgot to mention in it in this thread, but in another thread I did), but I think the building of a spawning point and sacrificing of food should increase a towns chances of acquiring a newspawn.
- Crosshair
- Posts: 1255
- Joined: Sat Feb 05, 2005 9:05 pm
- Location: Brighton, UK.
Yeah, i dont like this idea, it sounds to me too much like forcing a religion to be part of the game mechanics. All beleif systems would have to incorporate this IG, and i dont think that's very fair... it is restricting to RP.
[url=http://dragcave.net/view/tvkg][img]http://dragcave.net/image/tvkg.gif[/img][/url]
[url=http://dragcave.net/view/RgKP][img]http://dragcave.net/image/RgKP.gif[/img][/url]
[url=http://dragcave.net/view/RgKP][img]http://dragcave.net/image/RgKP.gif[/img][/url]
-
Idriveayugo
- Posts: 667
- Joined: Sun Dec 23, 2007 8:25 am
- Location: Yugoslavia
Crosshair wrote:Yeah, i dont like this idea, it sounds to me too much like forcing a religion to be part of the game mechanics. All beleif systems would have to incorporate this IG, and i dont think that's very fair... it is restricting to RP.
So newspawns spawning out of thin air is any better? I could understand giving birth if there was an equal girl to guy ratio, but there isn't.
- Crosshair
- Posts: 1255
- Joined: Sat Feb 05, 2005 9:05 pm
- Location: Brighton, UK.
Well seeing as players choose the sex of their character, that wouldnt work, would it.
Spawning has been the way it's worked for all the time the game has been around, and they're discussing changing it into giving birth, at a much later stage, but i dont see it soon. This woud still work in concordance with Spawning, I imagine.
Spawning has been the way it's worked for all the time the game has been around, and they're discussing changing it into giving birth, at a much later stage, but i dont see it soon. This woud still work in concordance with Spawning, I imagine.
[url=http://dragcave.net/view/tvkg][img]http://dragcave.net/image/tvkg.gif[/img][/url]
[url=http://dragcave.net/view/RgKP][img]http://dragcave.net/image/RgKP.gif[/img][/url]
[url=http://dragcave.net/view/RgKP][img]http://dragcave.net/image/RgKP.gif[/img][/url]
Who is online
Users browsing this forum: No registered users and 1 guest

