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Other Games / Orcs Must Die
« on: December 12, 2011, 07:04:17 PM »
Really, they must.
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Drinilla: With 8 new births and immigrations, population has been restored to former levels. Some people consider the tax rate as too high. Distance from the capital causes anarchists to prosper. Loyalty to your realm falls 4%. Rumours speak of increased unrest.
The geography of the realm is just totally not going to work, it is both too large and too thin. Maybe if it dissolved into 3-4 realms, all within an empire (similar to what Luria is going to do), we could keep being a powerhouse, but otherwise it is going to come to its knees the second a decent group of realms decide to fight us.
[14:11] <+Sacha> so no more invulnerability from judges from getting 3 good marks?
[14:12] <@_Tom_> Sacha: No invulnerability. One of the changes in this system is that we have a lot fewer game-mechanics restrictions and rely more on players checking what happens to them. So you can resize a knights estate or kick him out and the game doesn't stop you, but unless he's a pussy, there should be consequences.
[14:21] <@_Tom_> Ramiel: Yes, there is - but not a game mechanic. One change is that I hope that added flexibility will also make you the players pass laws, rules, regulations that you enforce yourselves. I find laws that can be broken and thus have consequences a lot more interesting than a "you can't do this" message from the game engine.
[14:21] <@_Tom_> So basically, the idea is that a lord should stand up for his knights. But he has to do it himself instead of hiding behind game-mechanics.