Posted By Julius Foederatus at 08:37 AM - Tue Mar 19 2019
No, because if you can use a number of NPCs/OPCs to camp someone's body and kill a downed opponent, no amount of time on the respawn will matter.
My objection isn't the amount of time for battles, the objection is that it either screws up strategic incentives, or it simply takes a longer, more tedious, and less enjoyable path to get to the same place. Either you get camped til you permadie anyway, or big groups get an outsized advantage over competitors due to spirit-walking.
This isn't a complaint about bloodlust, bloodlust is incidental to the real issue. The real issue is that NPCs, while being a huge part of the proposed game ecosystem (for lack of a better word), have permadeath, but players don't. It doesn't take extensive mechanics testing to realize this doesn't even work in theory.
So you want NPCs to not have permadeath, but to spirit walk like PCs? I see a bigger problem with that. That allows someone to essentially buy massive army of unkillable NPCs. If the rare case of a massive player army is a problem -- the case of a massive NPC army is a worse one.
Having NPCs be fragile makes using an NPC army very tricky and difficult. Your soldiers can actually die -- and replacing those losses could be a serious logistical problem. That seems like a feature, not a bug.
If there is a bug, it is that PCs don't die -- but I think that issue is handled by respawn delay and the spirit walk. I see corpse camping could be a problem, but there are solutions to it short of completely revamping the entire proposed game mechanics.