This thread is a product of a discussion in the Discord today. It came to my knowledge that my 'home' game, Lusternia, is unique among IRE muds in that it has 'Influencing', a nonviolent interaction with mobs. And unique to almost all MMOs--most that experiment with stuff like this tend to cripple the exp output/rewards--it is very competitive with simply mass murdering everything to get to max level... (At max level it does fall behind because no crits = slower exp rate).
My question, then... Will Starmourn have anything like this? Or would the devs consider a system like this?
A little more background just in case anyone is curious:
Influencing uses a vital called 'Ego', which acts as a health pool for influence battles. Reaching 0 means you lose exp equivalent to dying. Bringing the target mob to 0 means you win, and they cannot be influenced again on an equivalent time to the respawn timer. There are several types of influence battles that have different effects. Charity, a popular one, makes the mob give you gold (and quest items if relevant). You can also 'Empower' them to increase the mobs level, 'Weaken' to reduce it, 'Seduce' which is mostly there for questing but can make NPCs attack your personal enemies on sight, and influence with 'Paranoia' to stop all quest interaction until reset.
Then there are some special types of influence battles, such as negotiating amnesty from NPCs you might have killed before...
There is also a pvp aspect to this called debating, which involves choosing a method of 'attack', and a 'mindset' that you think will be resistant to the enemy's attack. There's more to it but I'm mostly interested in seeing the pve side. Starmourn wouldn't need to copy exactly... maybe even something like running trade routes, if exp-lurcrative enough, could be OK... but a competitive alternative to farming mobs on the journey to max level would be welcome...