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#31 Report | Quote[en] 

Yes, well, see the (OOC) at the top of this forum...? ;)

Since plenty don't however, secret IC information should indeed not be shared in public forums.

I'll just have to corner some guy to get the info from him instead...

#32 Report | Quote[en] 

Erizon
Hominist should perhaps imply, and require, being a Theist much the same way as Marauder should imply and require being an anti-Theist.
Not quite, 'hominist' isn't necesarily "peace and puppies for all!", though that is one interpretation. But 'hominist' has also often meant "homins off all races, unite and shake off the evil of the Kami and Karavan!", which under current mechanics is the Hominist Anti-Theist stance.

One could even have a "homins off all races, unite under the glorious Kami banner and shake off the evil Karavan!", which would be a Hominist Kamist. And vice-versa.

As for Marauders, they do seem to have contempt for both Kami and Karavan, but seem to want to use them. So perhaps one could be a Marauder Karavaneer in the trend of just using the Karavan for teleport pacts, specially a player Marauder that has to live in the New Lands.

Only the combination Marauder and Theist I'd have a hard time rationalising...

#33 Report | Quote[en] 

I fear we Kami/Kara risk loosing some TPs if the Marauders truly are able to "control/liberate" Kami and Kara. This would give the devs grounds for putting the Marauders more on par with the other factions/civs. Steal a small number from each and give them to the marauders.

This would need to be a small number to avoid outcry from those impacted...but if they are pushing a marauder civ/faction they will need to offer them something equal.

#34 Report | Quote[en] 

True marelli i'm sure there could be hominists against kara and kami, or more the other way around kami/kara against some homins that form a group.
Isn't the cult of elias tryton a cult existing of mebers of all races seen by the karavan is an evil sekt? (without going to deep in on it since I'm at work)

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#35 Report | Quote[en] 

Hmm, good point on the Hominist. I was thinking mostly about the "Peace, Love, and Stinga Rum" aspect.

Marelli
As for Marauders, they do seem to have contempt for both Kami and Karavan, but seem to want to use them. So perhaps one could be a Marauder Karavaneer in the trend of just using the Karavan for teleport pacts, specially a player Marauder that has to live in the New Lands.

I'm not sure... I still have a really hard time with Marauders siding with anything but themselves, and given the minimal amounts of current lore that we have there isn't much support for it, though there is support for non-association (at best) and enmity (at worst). It might be hard to introduce lore that involved (public) cooperation suitable for use of teleport altars. Shady backroom dealings with Kara agents for technology exchanges would be a distinct possibility though.

The "higher powers" allow Homins to use the teleport altars because of our devotion to them, or because of our lack of devotion to their sworn enemy. But a group who openly and unashamedly manipulates / controls / kills their kind would not be welcomed. We don't really know how the Marauders (want to) use the higher powers, only that they find a use for them in some sort of devious and unorthodox way.

It would be completely logical for the Marauder lands to have no Kami/Kara teleports at all other than a few on the outskirts for access to the area, and Kami/Kara Homins would have to walk everywhere. Marauders, though, could transport themselves using whatever means they've created for themselves. This would be the same as Marauders in the current lands: they must walk and Kami/Kara Homins could teleport.

Marauders have also had to rely only on themselves to survive in the face of the Great Swarming, not to mention the other normal hostilities. It would be logical to assume they've learned how to move about without the Kitin or wildlife detecting them as easily. Homins on our side of the world can afford to be slack, but Marauders cannot, else they cease to exist. I think comparing them to the Fremen in the Dune novels is appropriate: they learned how to adapt and survive on Dune, yet off-worlders would attract all kinds of attention just by taking two steps (if even that) because they don't even know how to walk properly.

Combine stealthy, quick movements with cooperation from the Bandit tribes, and perhaps you have the real answer: Marauders "teleport" to Bandit tribe locations. It provides the same benefits, but it's completely unique to the new content and doesn't need to re-use existing content in a possibly lore-breaking way. It could give Player Marauders a new way to experience the game. It would also be logical to assume that not all Bandit tribes are friendly with all Marauder tribes. And some Homin tribes (like Black Circle) even have limited "business arrangements" with Marauder tribes.

You could even extend this to Homin tribes that may live in Marauder lands who never adopted the harsh policies that the Marauders have adopted. They would be friendly to non-Marauder Homins (Kami or Kara) and would be considered "bandits" to Marauder tribes. Only in those camps would it be safe enough for the Kami and Kara to have constructed altars to provide teleport agreements for Homins ... once you work your fame up with the protecting Homin tribes.

(Yes, this means Player Marauders would be able to take missions from, and work fame with, Bandit tribes)

With this kind of a setup, I could see the possibility of eventually giving players an option to start the game as a Marauder or as a Refugee. The ideas of "Who you are" and "who your friends are" change depending on which land you start life.


I figure, if you're going to make a wish with a slight chance to get something, wish big. There's a saying, "You have not, because you ask not". So I'm hoping that Marauders can be something a LOT bigger -- something equal to what we already have now -- and yet a vastly different way of playing the game as we know it that is still completely 100% Saga of Ryzom.

#36 Report | Quote[en] 

hmm what about the to LA marauders we have now peiruz and dante? To get to their camps you have to use a one-way teleport stone in their camp. I have no idea if anything is written about that kind of one-way teleporting but maybe it's something to look at giving marauders/anti-theist some one way-teleports making it hard for them to return from a place or maybe not one-way teleports but they can only teleport at some stones so no tp-pacts all they get is a list selection when they click on tp stone. I do think it could be an intersting game mechanic and it would mean marauders have to run alot more since they can't teleport out they have to run to a stone again.

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#37 Report | Quote[en] 

Don't over-analyse it too much, some game-mechanics just have to be that way for game-mechanics reasons even if they unfortunately make no sense in the lore.

One big example: Players need respawning, so in the lore, Kami and Karavan can resurrect homins. And Marauders hate both Kami and Karavan, so no respawning for them. And seriously, how suicidal is it for a group of homins that stays dead (Marauders) to attack a group of homins that's effectively immortal (us)? Makes no sense no matter how you look at it.

Anyways, just wanted to add, don't forget the Marauders are made up of multiple mostly-independant tribes as well. So there's lots of room there for politics, differences between tribes, infighting, etc.
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