In a previous thread about the endless piles of weapons received as loot over the course of the game, it was pointed out that when you kill a champion (either recruitable or from an oppossing player) you receive the weapon wielded by that player into your inventory....but since that champion doesn't actually die, he/she comes back into the game with the same weapon they had previously - i.e. the weapon now exists twice! And this can be done over and over to the same champion, creating endless copies of the weapon. Clearly wrong...if your super-special axe-of-dooom found during an epic quest goes to your enemy, how do you still have it?
This ties in a bit with the ongoing discussion re: "lossless victories". In that thread Heavenfall's thoughts that a champion who is killed should suffer more meaningful injuries is supported by Kael and others ... it seems to me losing a weapon upon death could be perceived in the same light - a significant setback due to being killed.
So I see it as 4 choices (with a million varations that people can argue about if desired!):
1.) Continue current approach of killer getting weapon and resurrected champion maintaining same weapon.
Just seems so obviously wrong
2.) Have killed champion keep all their equipment, including their weapon, when they get resurrected, and the killer gets nothing
Assumes klllers win and then leave all the good stuff behind with the dead...not logical (and we all know these fantasy games are ALL about logic!!), and adds to the "lossless vistory" condition that Kael and others seem to think should be altered.
3.) Have champions who get killed lose their weapon forever and have to requip with something different (bought or out of inventory) when they get resurrected. Could extend this to losing shields, armor, amulets etc etc as desired. Give these things to the winning side as spoils of war picked off the carcassses of the defeated.
Makes getting killed a significant setback and has some logic to it. Trouble is this could further the "steamroller" issues, as whoever wins the first battle gets such a boost the odds of winning the next battle increase sharply, ad infinitum, until they can't be stopped and game gets effectively decided very early.
4.) Have champions who get killed lose their weapon forever and have to requip with something different (bought or out of inventory) when they get resurrected. Could extend this to losing shields, armor, amulets etc etc as desired. BUT have these items broken (broken blade, shattered shield, dented armor, crushed amulets...) so no one gets them and they are gone from game.
Makes getting killed a significant setback, but doesn't double-up the impact by rewarding the victors to the same extent and has less steamrolling impact. Less logical (what, my magic-encrusted shield of triple-elementium got shatted by some bows?!) It can't be repaired?!, but how much does that metter?
While I recognize benefits/drawbacks of all of these potential approaoches, I think any of them is better than the current 1.) My choice would be:
- when a champion is killed their weapon and any shield are destroyed forever,...the champion no longer has them when they are resurrected and the killer does NOT get them into their inventory.
- if the killed champion's army loses the battle, the winning side has time to pick the carcasses and take any amulets, armor, helmets, boots etc. and add them to their inventory before moving on, and the killed champion has none of these things when resurrected. If the killed champion's army wins the battle, the killed champion gets to keep all that stuff and have it when they are resurrected.
Thoughts?