No idea how this will be received...
I would like to propose a
rather huge and involved addition which would allow the citizens of any
City (or in the case of Eleusis, Village) to power their City in a cross
between Icons and the Pillar of the Moon / Scimitar of Yen Sorte.
skill tree would be available to each class but would be dormant except
to members of Cities/ Village. Rogues could have it, but it would not
be doing anything.
The skill tree would be completely different
depending on the City/Village and it would be filled with abilities that
affect rituals -- in that City/Village's philosophy. These would add to
rooms within the City but only if a skill from the tree is used in a RP
ritual. So, Eleusians would do a ritual, and trees or hanging ivy,
etc., would be popping up in Village rooms as a result. Targossians would be causing
the rooms to shine with wholesome and intense Devotional light of various types,
Mhaldorians would be corrupting the rooms in Mhaldor with aspects of
Evil, etc. The tree would have skills which would allow variants on
these things to be erected, it would add a totally customized
player-caused feel to each City room affected, and there would be an
indestructible pillar/pylon/tree/whatever focal point structure that these ritual-linked
skills would be custom-modifying. The terminal effect should be on par
with the Pillar of the Moon/Scimitar of Yen Sorte, but much more customizable by the rituals, and it would be in a
visible place and gain its power from what the players set the rooms to
The enemies raiding that City should have the ability to undo
the ritual skills' impact on that item. So, in addition to killing
guards and blowing up rooms with raid tanks, the raiders could also be able to
weaken the enemy City/Village's focal point by breaking up the moss/ivy/trees/light/Evil saturation, etc in a given room, and require more rituals and
resultant uses of the skill tree to fix the bonus provided by the
City/Village's focal item. Since the effect is not set and is fluid and
customizable, the future rituals could tailor the City/Village's needs
in another way. The citizens should also be able to withdraw and replace the effect peacefully.
All classes would have the skill tree; it would
by the City/Village allegiance, not class. It would have the double
function of adding to the power of the City/Village and also to provide a
function, because there wouldn't be a single way to impact a given room,
and the overall impact on the focal item would be completely up to the
City/Village. So, if Eleusis wants its affectable rooms to be only with
ivy, then they'll be affected with ivy. If they also want trees to grow
in the room, or special moss, etc., they can do that. The overall impact
on the focal item would be subtle, and determined by what is in each
room and how the citizens ritual-impacted them. Each City/village must
have the same number of rooms that can be affected like this, or it'll
be unbalanced between Cities.
I think this would add both to
strategy and to RP. Having rituals with illusions is great and great RP
-- but having rituals that actually impact and visibly benefit the
City/Village is something else.
I am not proposing 24/7 ritualing
which will become a giant root canal. It should be about as hard to
undo all this as killing all the guards and blowing up all the rooms
with tanks. But the damage will be fixed with RP, not just a few
commands to fix the room.
If this was accepted, each of the
Cities and their associated Divine would need to do a ton of
brainstorming how to make the skill tree for that City/Village. A lot of
coding would need to be done, and balance issues would arise, but this
is an awesome RP game, so I imagine adding to the RP would be good.
I am probably
missing a ton of things I should have thought of, so I can't quite
imagine throwing this in in-game IDEA rather than the Dais.
Hope you like it. Please don't kill me. X_x