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Reincarnation Suggestions Parapsycho 15 1
Parapsycho
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Seriously.

The majority of the interpersonal drama in the Game seems to from the fact that;

A.) The in-Game grind is a pain. No amount of 'training bonuses' will ever alleviate this. Using training bonuses to increase multiplayer activity is a band-aid at best, and a source of player-to-player animosity at worst.

B.) Character life spans are too short. Whether they die of injuries or old age, the Game as it stands actively encourages people to not want to risk their characters. This leads to the over-cautiousness that PVP zealots mischaracterize as 'carebear' activity.

C.) Permadeath just really isn't appropriate for the Game anymore. Yes, it adds to "realism", I guess. But often times in Game development, realism and fun are inversely proportional. And, if I can be honest, the Game stops being fun rather quickly when you lose months of work spent training a character.

So, I humbly beseech the Gods of the Dark Wind.... *pokes Sam*

...that they allow for reincarnation to be 'a thing' in the (fictional) Universe that they created.

For the theoretical physicists of Evan, here's how it could possibly work.

When a road warrior "dies", their 'soul' enters a no-mans land called Purgatory. The soul is still close to the physical realm, albeit in a confused state. They can be 'recalled' by their former gang members (lets call them 'The Player', respectively), but doing so requires an empty Vessel (a new Character, perhaps).
The longer a soul resides in Purgatory, the more detached from the physical plane they become. They begin to forget their Specialisms after a while, and if left too long, they are Pooled to the Underworld. (See what I did there? lol).
Once in the Underworld, the tortured soul wanders aimlessly until they are recalled by a different gang. They don't remember their name or what their former gang was, but they are happy to finally be going back to the physical world. This sparks their memory, and their Specialisms return.

For the reincarnation ritual to work, the appropriate Vessel will:
Be 18 Years Old
Have 50 Strength, Dexterity, and Speed
Will start with 0 points in all skills, but retain any Specialisms that were present when they were 'recalled', but cannot gain any more.

---------------------------------------------
Without the RolePlaying Gobbledygook

If your character dies, you can recruit them back to your gang as a different character while retaining only the number of specialisms they had while they were alive. The 'new' character will be 18 years old, have 50 in all stats, zero skills, and a hidden training bonus for being an 'Old Soul'. Mutants don't believe in reincarnation, so they come back with the same restrictions on stats, and are made Human upon doing so.

The longer a player goes before 'reincarnating' a character, the more Specialisms are converted to free Specs in whatever general category the character had them in (Weapons, Navigation, Support, etc). Once a dead character loses all of their Specialisms, they go back into a character pool. These characters can be randomly recruited by other gangs, without the restrictions listed above. They would just show up at the new gang as a character with random free specs.

This would turn the death of a seasoned character into a mild inconvenience rather than the more-than-slightly-rage-quit-inducing experience it is today. It would simplify gang management for people that don't want to manage an insane number of characters, and would allow players to start off with new characters that already have some practical use.

This could also lead to some interesting spin-off mechanics also.

At the end of the day, Dark Wind is still a Game. While you can never force Players of any Game to be nice to each other, you can remove the incentive for us to spark animosity amongst ourselves.

Did I mention Dark Wind is a Game?

It's a Game.

Posted Nov 20, 2020, 5:47 pm
Should we bring back the Rules Council? Darkwind Discussion Parapsycho 1 1
Parapsycho
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*Grabs some popcorn*

Post Icon Posted Nov 15, 2020, 1:35 pm
Field training boost in multiplayer events Game Announcements *sam* 13 1
Parapsycho
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Joined: May 23, 2006

Can you define what a Veteran player is in strictly game-mechanic terms?

Posted Nov 15, 2020, 10:53 am
So is this time griefing? Darkwind Discussion Iron Wraith 11 2
Parapsycho
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darthspanky said:
that happened when rev passed out on a shanty scout, had to wait for times to go to 0, car just sat there for a bunch of turns, cant remenber how many over 10 tho, then the ai took over and ran it.


Didn't realize there was that much of a lag between connection loss and AI control.

Posted Oct 27, 2020, 12:29 am
Parapsycho
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That's one of the tricky things about this game. You really have no control over how long an event runs. I've had scouts that are over in 10-15 minutes, and have been in ones that have taken over an hour. So, I try to make sure I don't have anything coming up before I scout.

I only run into issues when the scout is larger than I thought, some times players will add more vehicles while I am setting up to roll, and you end up with a larger/more time consuming scout than you intended.

Town events though, are supposed to be quicker events.

Maybe we could have an option where you auto-resign on connection loss during town events with more than one human player, and make it the default. If someone turns it off and then does it, it's intentional griefing. Require 2 Marshals to boot a player from a town event, then a single Marshal can't force-resign a player.

Posted Oct 27, 2020, 12:28 am
New Specialisms Suggestions Suggestions *sam* 174 1
Parapsycho
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Soft Target Specialist [ST]:
Reduces the damage a character does to armor with weapons
Increases the Damage done to enemy characters once armor is breached/peds.
I guess you could explain this as the character knowing where to shoot to cause the projectile to ricochet inside the enemy vehicle.

Mixologist
Increases the duration of ground based effects on weapons.
Applies to OJ/HOJ, FOJ/HFOJ/Napalm, Paint, and Smoke

Posted Aug 27, 2020, 8:25 am
Town Mayorships Darkwind Discussion Parapsycho 43 2
Parapsycho
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*StCrispin* said:

I’m wholly against towns being owned by camps.  I think they should act as a counterweight to camps becoming too dominant.  Towns should be their own entity, and be striving to take control of tiles FROM camps (including non-PvP camps) for their own needs.


Agree 100%

Posted Aug 23, 2020, 1:55 am
Parapsycho
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Joel Autobaun said:
The Mayor of shanty is voted in?  What a joke.


Yeah, Shantyville should just be whoever controls the tile...

Posted Aug 21, 2020, 3:04 am
Prepare for the Future... Newbie Forum *goat starer* 13 1
Parapsycho
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Posts: 644
Joined: May 23, 2006

Hmm. I do love me some Nuka Cola... :rolleyes:

Posted Aug 23, 2020, 1:47 am
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