Chapter 7.7 Public Outposts Vs Claimed Outposts

In this section, we will discuss the difference between claims and outposts in one area for quick reference and comparison.

Claims - Personal Vision (Land, vehicle, and nature claims)

  • Founder Authority

    • You control the rules, roles, access, law settings, and justice system

    • No voting system to override you

  • Claim-Centric Expansion

    • Your claim radius expands based on your claim legacy and stake control, although members assist in your growth

  • Private Utility

    • Certain claim-based constructions, perks, and protections are only available to claim owners (or assigned members)

  • Law Enforcement

    • You can criminalize player actions like trespassing, harvesting, or even conversation types without community approval, and/or give assigned members roles to assist

  • Guaranteed Protection/Removal of Protection

    • Once something or someone is inside your claim, it's covered by your laws and protection settings

  • Non-public Activity Ledger (Log)

    • You and allowed members can access player activity logs, threat history, and other information

  • Designed For

    • Players who have a vision and want to manage it from the top, or assign and remove roles from supporting players

    • Those who want to create a hub or ecosystem change

Claims - No management, just adventure (self claims)

  • Not land/vehicle/nature locked

    • No need to manage tinder resources, unless you want to cool down monster threats for some time

  • Not Weight Mechanics

    • Carry as much resources as you want, you can handle it, your ability to roll, dodge and other maneuvers will not be affected by weight

  • Monsters Come To You

    • Just like how monsters are attracted to spirit, monsters that seek you out will scale based on your strength

  • Flee to Others, Hide, or Die Trying

    • Flee to other claims or outposts to get a monster off your tail, they won't attack an outpost, they won't be able to sense your spirit in another claim or outpost

    • Or attempt to hide, if they cannot engage with you after some time of sensing you in the area, they will give up, and return to their nest

    • Die trying by using a larger resurrection radius than other players

  • No Outposts

    • You cannot create a claim, but you can set resurrection points you discover throughout your travels

  • Designed For

    • Players who are not interested in creating and maintaining a home/settlement, who want to keep moving and focus on the path ahead

    • Intended for classic exploration and adventuring, or merchants, farmers, and ranchers who want to be unburdened by their loot and gathering

    • Self claims can still use NPC or player created locations as a permanent or temporary home, assisting with quests, or temporarily resting to recover

Public Outposts - Collaborative (No Claims)

  • Community Driven

    • Decisions like laws, trade links, and culture skills are voted on

    • Power is decentralized

    • Not enough votes void a decision

  • Shared Expansion

    • Outpost size and utility progression depend on member quests, activity, and contributions after vote passes

  • Open Access

    • Anyone without a claim can join or contribute

    • Good for roleplaying and social players who want community without specifically being assigned a role

    • Players need to create protection wreaths for assets they own to protect them from other members, or keep them publicly accessible

  • Voting/Mob Laws

    • Players can vote to override others, deny access, or even remove protections from buildings

    • However, law can be overridden if the community needs to address a problem immediately, since everyone can choose individually to act or not act upon laws being broken

    • Players vote on what links between outposts or claims with outposts are allowed, with not enough votes voiding a link

  • Designed For

    • Players who want to establish an open community and are open to more social drama

    • Those who want to roleplay, or establish a lore in a more unpredictable environment

Claims with Outposts

  • A claim with an outpost on top to gain access to

    • Culture skills and utility unlocks

    • Formal (game based) trade routes

    • Ability to offer linked resources, utilities, controls, and/or law to willing outposts

      • Or join willing outposts via votes and unwilling outposts through resource domination or declared war (Core/PVP Worlds) or via PVP (PVP Worlds)

    • Or join under an outpost and obtain their set linked resources, utilities, controls, and/or law

In Summary

  • Land/Vehicle/Nature Claims (With or without public outposts)

    • If you want to assign roles, manage progress and your vision (whether open or restricted,) and lawmaking power

  • Self Claims

    • If you just want to adventure and explore unhindered by management

  • Public Outposts (No Claims)

    • If want collaborative growth, added social complexities, and untethered roles

Once an outpost gets big enough, the protection spell spreads thin... Time to learn about crime and protection.

Created by Jimmy Slaughter