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Nexus Clash :: View topic - Extra renown for killing hostile/enemy officers
Posted: Wed Nov 11, 2020 7:50 am Post subject: Extra renown for killing hostile/enemy officers
In addition to the regular 1 renown for killing hostile faction member and 2 renown for enemy faction member, how about if you would also get on top of that
+1 extra renown for killing an enemy Lieutenant (so hostile Lieutenant would give 2 renown, and enemy Lieutenant 3 renown)
+2 for enemy Leader (hostile Leader 3, enemy Leader 4)
I'd dig this. The only issue is that there's little reason not to have most members as Leader (only worry is a mass safe dump, which is a bit far-fetched), and pretty much no reason not to have most members as Lieutenant. That's on other things in the game though. I think it'd be neat for downing enemies specifically to have a little more renown punch. It's a bit strange that direct-killing summons is the renown gain meta.
Because of the prevalence of all-Leaders and especially Lieutenants, I think I'd prefer it if this were slightly modified so that every faction got to nominate a certain number of 'standard-bearers', who perhaps got some nominal bonuses inside their stronghold (defensive stats could get messy, I'd honestly go for utility or supportive stats like +search%), but also granted a big wodge of renown to enemy killers. Probably overcomplicating a simple suggestion to be fair, but could maybe be a nice spin on it.
A crazy idea, although probably tedious to implement:
Whenever faction roster is changed (character joins or leaves, character is promoted or demoted), game engine could automatically iterate over all faction members and automatically assign people their "value" in Renown based on their rank, level, or any other criteria. For example give "top 3" Lieutenants a bigger value than other Lieutenants. _________________ My characters and random trivia: https://wiki.nexuscla.sh/wiki/index.php?title=User:Badziew
I'd dig this. The only issue is that there's little reason not to have most members as Leader (only worry is a mass safe dump, which is a bit far-fetched), and pretty much no reason not to have most members as Lieutenant. That's on other things in the game though. I think it'd be neat for downing enemies specifically to have a little more renown punch.
Simple solution. Make faction lose renown if their leader gets killed. Would give a small reason to keep the number of leaders down.
But why do we want to keep the number of leaders down? So far, positions are just a way of managing permissions. This change will reduce the freedom factions have to determine how their permissions should look like.
But why do we want to keep the number of leaders down? So far, positions are just a way of managing permissions. This change will reduce the freedom factions have to determine how their permissions should look like.
Personally I don't (or maybe I do, since I am CCC leader after all). But I made the comment with an easy solution, if powers that be would want to limit the number of faction leaders.
Joined: Jan 31, 2010 Posts: 85 Location: Missouri, USA
Posted: Sun Nov 15, 2020 8:39 pm Post subject:
I don't know of any reason dev team would want to limit faction leaders. Everyone is a leader in one of my factions for administrative ease. _________________ // haliphax // wiki page // /
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