FinneyOwnzU wrote:
get the feeling that a proposal like this would require a lot of time and coding on dulrik's part...and frankly i'd rather him spend that time fixing bugs and making class balance changes. but in a perfect world where he has unlimited time, good concept - just needs the right implementation.
I agree with this. While the concept sounds mildly neat in theory, I don't think it would be a good direction for SK to start taking at all.
SK has a history of automated systems ultimately being disappointing, starting with CRS and going to now with the current bounty NPC/law system that's gone through so many iterations yet is still fundamentally a system that's more disappointing to me now than it was back when I had my first
tribunal character 10 years ago, which was before bounty NPCs were "re"implemented. I'm much more of a fan of players simply deciding that if they want to take over a territory that they simply... take it over. You want to play a necro that declares himself "Lord of Teron" and constantly patrols the city looking for invaders to kill if they don't bow to him? Go right ahead. But I don't think that there needs to be a -complicated- territory system to accomplish that.
To that end, I think that SK would benefit more from additional ways to track and/or find PCs. Specifically, it would be nice if a handful of classes were given an ability to track and/or report on movements of PCs in an area, similar to the moot's raven and how
tribunal NPCs currently behave. Right now the only real "locate" features aside from extremely rare scripted loot is the locate object spell, and that's deep magic at best.
TL:DR; Back in my day, you didn't need territories to "take over" an area for the Empire/Adepts/CoN. You just rolled into that faction and constantly killed everyone in the target city that had a problem with your dominance. If someone killed you instead, you ultimately failed in taking over that territory. That's all the territory control that SK needs.