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Two observations: 1) It's difficult to get people to stick around for fights that aren't lopsided in their favor 2) Characters that play a balls-to-the-wall style, eating and dishing out deaths with seeming disregard for their own well-being, are fun to have around as friends or as enemies
One suggestion:
I'm thinking of something similar to the way morale works, only call it "bravery" or the like. The broad idea is to create incentives for good behavior and dis-incentives for bad.
You gain "bravery" by doing things that fit with the second observation above. Winning a PK fight, dying in PK, defending a cabal, raiding a cabal, etc. You loose "bravery" by the opposite: wording out combat, teleporting while adrenaline is pumping, fleeing from combat, not showing at your cabal when there's a raid, etc. There may be no negative affects, just movements back toward zero. There might also be pressure over time moving it back to zero if you don't actively keep it up.
The affects should be noteworthy and visible: for example, when your "bravery" is high melee classes gain damage while others gain hps, and the stat shows up in your affects as a -1 duration item. Or maybe what you gain is random for every bravery "threshold" you cross, but always class-appropriate.
The real point of this is to add costs to legitimate but undesirable activity that is currently costless, such as fleeing and quaffing as soon as you're attacked. Nothing here would prevent you from doing it, but it at least offers some reason to consider taking risk instead, especially if dying in PK adds to your bravery.
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