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I was thinking about this and came up with this idea. The idea is that death should have it's sting, allow for someone rescuing you mean something, and have benefits if you are good at surviving. It's probably not completely original nor without it's flaws but I wondered what everyone's thoughts are on it. Be aware that the numbers are only examples and would be subject to change for balance.
Death has a loss of spirit points 25-100 per death. Players reviving you greatly mitigates the cost.
Spirit points are gained by up to 100 per day for hitting daily tasks. These are things that you would normally do but they change every day.
Spirit Perks- account wide passive bonuses that are bought with spirit points
Each Character has their own Spirit Point pool.
The perk is a % effective based on the % full your spirit is
Only 1 Perk can be active on your account at a time. Switching perks take a day to process. Opt to switch a perk and as long as you don't cancel it before 24 hours it will be changed to the new perk. First perk is active on purchase
356/1000 Spirit Points
[Hardy] + 9% Character Defense for current character
-250sp Perk: Death Penalty costs half as much (@ any percent)
-250sp Perk: (Hardy) Character defense + 25% (@100%)
-500sp Perk: Alt leveling speed + 10% (@100%)
-500sp Perk: ( Equalize) Character defense +10% (@ 0%), Character attack +10% (@ 100%) , +5%/+5% at 500
-750sp Perk: All Character stats +15% (@100%) drains 10sp per day
Does it suck in some way? Do you rather have death be a 10sec interruption from you getting back in to killing stuff? Would you only like this IF it was in a certain type of game?