I proposed big maintenance costs for large factions, but it wasn't
real popular. :-)
> This is essentialy what we had at the start. You could
> only study certain things in certain places, and to
> certain levels.
> Drassa was magic 9, combat archer and shipbuilding each to
> about 5 so far as I remember...
Sort of. You could only study things in *one* place.
> Or even to advance to the next level, you must have used the
> skill. (ie been in combat, cast a spell etc). Even if only
> once, this will put a cap on most skills, fast.
That's a great idea, somewhat muddled by the subskill system. It would
have to be "use all of the subskills currently in your possession at
least once." :-)
Some of the subskills might be tricky, too. That "repair ship" level 1
could be completely unusable if there aren't any ships around.
A chicken-and-egg problem.
> It means
> things like jousts (for them fighters who need practical
> experience, but don't want to risk getting killed), may
> become common. (who remembers Rob's attempt to get a
> colussem going, wayda go Rob!)
Oh yes, I like that.
> While on the subject of loyalty, I think that units you pay
> for training for should have their loyalty increased slightly,
> not as much as persuade, but somewhat. This means they are
> 1: more difficult to persuade away (good thing)
> 2: reflects that you are more loyal to someone who puts you
> through university and gives you a job, than someone who you
> collect the dead for and never does anything for you.
Not a bad idea.
-- Rich Skrenta <firstname.lastname@example.org> N2QAV