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Post by Deleted on Feb 21, 2015 18:29:57 GMT -5
I'm thinking about the meta of people who will undoubtedly join a clan just to get guard at the step above recruit, quit then move to the next clan to get subdue at the next step above recruit , rinse and repeat. That would eliminate that from happening. It would actually be a benefit to your character and a RP bonus to something pertaining to your job. So if you're a Kadian hunter, at the step above recruit you get a bump to archery and throwing. Something that reflects that you are a competent hunter. At first hunter rank you get that bump, plus another bump, plus a bonus to wildlife. This represents the virtual backing you have of your virtual organization. This is why I'm calling it a perk. It comes with the job, but if you lose the job, you lose the perk. I know what you're talking about. I'm saying that since you don't magically 'forget' how to do something you know how to do well enough to do it professionally, taking that away because you leave the clan makes no sense. As an alternative, I'm suggesting that you not be able to get that ability until your pc is lifesworn, and to make it quite clear that if you bail on your oath, you will be hunted like the dirty, oath-breaking dog you are, and killed. Which is IC, which makes sense, which is just as strong an incentive not to do the thing you're talking about as the 'oh, no you magically lose that if you leave'. >.>
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Post by lyse on Feb 21, 2015 21:16:12 GMT -5
I'm thinking about the meta of people who will undoubtedly join a clan just to get guard at the step above recruit, quit then move to the next clan to get subdue at the next step above recruit , rinse and repeat. That would eliminate that from happening. It would actually be a benefit to your character and a RP bonus to something pertaining to your job. So if you're a Kadian hunter, at the step above recruit you get a bump to archery and throwing. Something that reflects that you are a competent hunter. At first hunter rank you get that bump, plus another bump, plus a bonus to wildlife. This represents the virtual backing you have of your virtual organization. This is why I'm calling it a perk. It comes with the job, but if you lose the job, you lose the perk. I know what you're talking about. I'm saying that since you don't magically 'forget' how to do something you know how to do well enough to do it professionally, taking that away because you leave the clan makes no sense. As an alternative, I'm suggesting that you not be able to get that ability until your pc is lifesworn, and to make it quite clear that if you bail on your oath, you will be hunted like the dirty, oath-breaking dog you are, and killed. Which is IC, which makes sense, which is just as strong an incentive not to do the thing you're talking about as the 'oh, no you magically lose that if you leave'. >.> I don't think you do though. My reasoning behind losing it isn't you magically lose it when you leave though. It's more of a "virtual power" or lets call it an augmentation so to speak, but it's not magical, it's more representative of the intangibles that would come with a virtual role. If you take a real life example of someone being a police officer you get some cool perks with it. But when someone gets kicked off the force or quit or whatever, they lose those perks they had as an officer. Why? because Joe the regular guy doesn't have access to the things he had as Joe the cop. It's not that they magically lost them, it's because that weight they had as an officer is gone. In other words, you get the perk because you represent the force of many like you, even though in game there's only five of you. The average byn trooper? There's probably hundreds of them. The average Byn sergeant, there's dozens. Virtually, it's not just you that went out to hunt a carru, it's you times 100 other hunters that went out to hunt a carru at the same time...even though the game spawns like two carru at any given time in the whole world. The game just doesn't reflect the strength of organizations like it should. The strength is...they are fucking huge! So that benefit should be bestowed on you. That's making something virtual, tangible. But why only give it to someone when they reach that high a level? With characters living longer the way they do now, why should you have to wait that long to see a benefit? You should see benefits once you get out of the recruit stage because that represents the training you got and it should be better than average. What if you play off peak or the PCs above you just aren't dying and you're stuck at a certain level because of caps? As it stands, joining a clan will probably hamper you skillwise compared to the guy that started the same day as you but went indy. But virtually, you being in a clan should have you in a better place or in Arm's case, put you on par with him. But what separates you from him is the fact that you have the weight of a powerful group behind you. You quit, you don't got that weight...it's gone. So yes, losing the perk absolutely makes sense in the way I'm talking about because of what the perk and your role in the organization represents. Would it put you on par with someone that spent the same amount of time into the game as you did? No, it would make you better, because you're SUPPOSED to be better. Would it put you on par as someone that spends 12 hours a day in the game? Absolutely not, but you wouldn't be a push over to them either. But like Nyrsucks said, I'm not seeing lifesworn PCs leave their positions. I'd be more worried about the guy that just wants free bumps because that's more likely than someone leaving a lifesworn position. I can't name one PC that has left a lifesworn position since I've been back playing Arm. But I can name several PCs that have left an org only to join another org and in one case one that has joined several orgs (even that is extremely rare).
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Post by Deleted on Feb 21, 2015 21:25:31 GMT -5
That would be more akin to having clan access and crim code immunity. Those type perks (discounts, clan only areas, clan only craftables) already exist. Those are the type of things that your organizations strengths should represent.
The type of special skills you would learn related to a clan from longtime membership, however, should be able to be picked up with long term membership.
Frankly, I have zero problem with granting it before you're lifesworn. But people seem worried about people 'twinking' with it somehow, like sinking RL months of your life into a character is somehow cheating. So I made the lifesworn suggestion.
But I don't think that allotting extra skill of any type that is somehow removed when you leave a clan is beneficial, realistic, or positive.
If ANYTHING, if you want that to be temporary and tied to clan membership, find a way to make some of your clan's insignia give bonuses or skills that are relevant that you might not have, and then it will be taken automatically when you leave the clan, but anyone with access to the appropriate tools/gear would also be able to do it.
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