Having influence separate from the two would make it more transparent. I feel they should have both and make them both more streamlined and fleshed out. Fame and influence should be separate qualities imo.Jacobhinds said:My other problem with the feature is that renown is pretty much identical, except it's not a spendable currency. If they slapped the influence feature over it the two mechanics would cannibalise each other.RoboSenshi said:I feel like influence should work less like a deductible currency e.g. gold and more like an abstract value e.g renown, right to rule, honour etc. In an ideal world influence would work exactly like real life but because it's a game there has to be a smart compromise and I think having an influence "level" better emulates real life influence.
I love that Idea.Looter said:To add to the above post by Robo, have the number and type of fief you hold slow the decay of influence.
The problem is if the influence gained is lower than what you started with it becomes unrealistic again.Mr.Milker said:In your example, you would be rewarded with some new influence for a victory, plus with the fact you won, which could mean a rise in rank/renown (and other results). So you're not just in the negative numbers of influence, you're also up in other things. Higher rank/renown also means you recover influence faster.