Author Topic: Re-thinking peasant mobs  (Read 4030 times)

pcw27

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Re-thinking peasant mobs
« Topic Start: December 12, 2018, 05:19:46 PM »
Peasant mobs were first introduced to discourage the tendency for realms to just depopulate every enemy region they take. This was a reasonable change but they've gone way too far. I recently tried to do a simple advanced scouting, and possibly a small raid and was instantly attacked and seriously wounded by a horde of peasants. It would be one thing if I had looted, triggered a militia and was foolish enough to stick around until they attacked me, but being seriously wounded just for entering the region is just aggravating and undermines the PvP nature of the game with a very frustrating and unpredictable PvE element.

Some have suggested getting rid of peasant militias all together. I'm not sure about that because we don't want to go back to the "every war is total war" "two realms enter one realm leave" dynamic we had before.

I think another, better option would be to make this an infiltrator ability. That way it becomes a character action. An infiltrator must enter a region either of their realm or of an ally and "organize peasant militia". Once they've done this the militia will be triggered by any enemy approach so long as the infiltrator remains in the region.

At minimum, some way to find out if a region is poised to kill you would be nice. How closely does the region's stance towards your realm correspond to the risk of a militia attack? If it's a pretty direct relationship updating the flavor texts would be nice. Or maybe this could be something adventurers can figure out by mixing with locals e.g. "This region has a well organized peasant militia prepared to defend their homes if [realm] attacks".