devidt456789
Great breakdown of how hostility works in Skull and Bones—the meter mechanic and your suggestions around evasion and fast-travel really resonate. By the way, when managing tensions it reminded me of approaches in real-world team coordination (like in logistics or transport services). Have you considered how grouping up or forming temporary alliances in the open world might further reduce hostility? Also, I happened to spot this site bostonlogancarservice and it made me think about how strategic retreats in the game mirror choosing the right “service area” in a city—just a passing thought.