I beleive if you think back no matter what I suggested for exploration content it always made sense. If there was an advantage to a combat activity then I would suggest a way to make explorers valuable in that activity. I would of never suggested that an explorer be given special protection against combat. If I said an explorer went into a hostile area, I would suggest they have to hire warriors to protect them. Think of the big suggestion I made for the main exploration content. Did I say that when explorers went into an uncharted sector they should be safe from all mobs? Of course not. I said they would have take a warrior to watch their back as they did their job.aylwyne wrote:You seem to want to shoot down even the glimmer of an idea that doesn't center around combat. It's hard to believe this is the same Raynes that cried out for "explore content" for 2 years in EnB. I guess you've been converted over to the idea that everything has to center on combat and any suggestion otherwise, is a bad idea.
Yes, at first outposts will be only combat. But that's not to say that other ideas are invalid and won't be considered or implemented in the future.
However, if we never bring up these other ideas, they almost certainly will have no chance of making it into the game.
The ideas you are suggesting don't try to work with the systems that are in place, they try to change them and give exceptions to them. That is not only wrong but creates unfair an advantage by giving non-combat types a special status. So how do you deal with non-combat types without changing in game systems or creating special rules?
1) Let them hire NPC guards
2) Let them form alliances with other types of guilds
3) Use the Kami and Karavan aspect to come up with something that will fit. For example if a guild has a high Karavan faction, they can craft to provide the Karavan goods. In exchange the Karavan will setup a forcefield or a perimiter around your camp. If they are Kami based the Kami can provide a magical barrier so long as you spend a certain percentage of online time fighting goo.
4) Introduce a way for guilds to train ragus and gingos as guard dogs in exchange for harvested Kitin meat.
5) Let players befriend exsisting tribes so they are happy to protect them. So if you build an outpost near the Shadow Runners and provide services for them, when you are attacked they send troops to help you.
I know many people think I want to force the non-combat types into picking up weapons and fighting, but that is anything but the truth. No one should be forced to fight if they don't want to. That doesn't mean that combat shouldn't effect them. What it means is there needs to be ways for them to deal with attacks without actually picking up a sword.