Discussion for one week: end 1st March.
A network of hidden areas to be discovered by multiple players as oases used throughout the game as a haven/protection system.
There are three types of hideouts: Burrows, Sheds and Log Cabin. At a job with 0-100 difficulty there is a Burrow, 101-250 has a Shed and 251+ has a Log Cabin. They provide the following bonuses:
Dugout: 50% energy required for job and the motivation only decreases by 50% of the regular amount.
Shed: 0% energy required for job and the motivation doesn't decrease.
Log Cabin: -50% energy required for job and the motivation increases by 50% of normal rate.
If you want to enhance this idea further you could ADD (not OR):
Dug-out: Gives duel protection for first 1/2 hour
Shed: Gives duel protection for first hour
Log Cabin: Gives duel protection for all 2 hours
Hideouts are randomly discovered during one job and are not saved to memory. The default chance of discovering a hideout is 10%.
As an addition you may want to add a "King of the Hill" aspect to this. So to create this the "One Player Limit" could be introduced.
If two players happen to discover a hideout at overlapping time periods an "effectless" duel is instigated. This would be like duelling a NPC and would require no energy, would not decrease duelling motivation and no money would be taken by the winning player, although health would still be lost. The winner of the duel would receive the bonus of the hideout and the loser would not.
Once the duel ends the remainder of the job continues as normal, and you immediately receive a report showing the duel. If you are KOed during the duel the standard procedure occurs and you automatically lose the duel. For example: "Diggo11 wins the duel and gains X experience. He keep the temporary rights to the hideout." If a KO occurs: "Gem was knocked out, losing the duel. Diggo11 gains X experience and keeps the temporary rights to the hideout."
If one players duelling level is to high for the other the weaker player automatically loses the duel. If it happens to be a townless player they automatically lose too, but none of the changes mentioned below are enforced.
What could be saved into players memory could be a variable rate of finding a hideout. If you win a duel for a hideout the chance of discovering another is increased by 1%, losing would decrease the chance by 1%. Rates could only fluctuate between 5%-15%.
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