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      ATTENTION Forum Database Breach   03/04/2019

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Jarim

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About Jarim

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  1. Settlements and Human Mobs

    I like the Idea of NPCs in TFC, altough I also like the "first touched by humans" feel of Exploring in the game. To make interaction with NPCs a limited part of game progression is a good way to balance it, I think, and does not necessarily destroy this feeling. So, for example, trading/conquering/.. could be the final prerequisite to leave the first island, maybe because you need to get hold of certain, on the first island otherwise unobtainable, ressources/technologies or whatever. This could be made on whatever scale one could want, so you may only have one human mob/trader roaming the island if you dont want your pioneer-feel to be destroyed, or if you like a whole village build around him, with or without expanding behaviour/mechanics, maybe just for flavour and looks. After that, every other island would be uninhabited. Or, another option, one (or at least not every) of the islands you will visit after leaving your starting island could have human inhabitants you can interact with, maybe just as default hostile "mobs", so you have to conquer the island first to be able to settle there which would require you to be very good prepared for a journey and add difficulty, as well as make it a rare and exciting thing to discover. So, my general point is, there are dozens of ways to implement it, complex or simple. Its probably not the foremost issue, since you can scale complexity as you will, in this case. But I can imagine that even with a very simplified and limited approach the game can benefit from it quite a bit without spoiling other aspects/distracting too much from developing the more important core TFC-mechanics.