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