Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Jun 17, 2010 3:00 am 
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There are many downsides.

You're assumed to drop everything to defend your city.

Many guards of at-war factions are now scripted to automatically attack you, in addition to bounty NPCs.

Your bounty NPCs have a limited playing field.

Their buffs have strings attached.


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PostPosted: Thu Jun 17, 2010 3:15 am 
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Joined: Sun Feb 08, 2004 1:41 pm
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Location: Hugging a tree
SK Character: Imolth
the_me wrote:
What kind of leader is a leader with no charisma? It does make sense that it is the deciding factor on who you can order around, and how easily you can do so as well. A person with higher charisma then yours would be far less likely to subjugate themselves to you.

It would be great to see more RP's with non-charismatic leaders getting into heated arguments with their higher-ranked and more charismatic guards.

And back to the general subject of Tribunals, it would be really nice if other tribunals got a special tribunal skill or something (other then leadership/siegecraft) to make them more attractive, even if it's nothing too special.


You clearly have not been in the army. If you transfer the matter to game standards, all the tribunal players are officers and the NPCs are more or less foot-soldiers. Can you imagine a footsoldier disobaying a general? And playing smart at that? Besides it's not your charisma that makes you a leader in a tribunal, it's either seniority or combat prowess. Charisma is for politicians.


Last edited by Morovik on Thu Jun 17, 2010 3:18 am, edited 1 time in total.

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PostPosted: Thu Jun 17, 2010 3:16 am 
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Location: Not in the south anymore. Woohoo.
"You're assumed to drop everything to defend your city."

Doesn't mean kamikaze, shouldn't join the ranks of guards if you don't want to do the job.

"Many guards of at-war factions are now scripted to automatically attack you, in addition to bounty NPCs."

Only at entrances and there are ways around it anyway. You CAN walk around cities you are at war with if you aren't a criminal.

"Your bounty NPCs have a limited playing field."

Screw bounty NPCs anyway, as long as they tell the player where the action is.

"Their buffs have strings attached."

Being?

Tribunals are awesome and the downsides are few so far as I see it.


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PostPosted: Thu Jun 17, 2010 3:21 am 
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Oh, sorry, I didn't mean bounty NPCs.

Ordered NPCs have a limited playing field. There are many ways they can be drawn out from your party, and most can be neutralized easily.

The problem with tribunal defense is that your enemy has always prepared and you frequently have not.

The problem with tribunal offense should be obvious.


I won't get into the strings attached to the buffs, because I don't want to reveal OOC info that would get me in trouble. If people are interested in tribunals, that's great, they could use it.

I just know I've sworn to never again join one until certain code updates are made.


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PostPosted: Thu Jun 17, 2010 3:35 am 
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If they are going to draw out your tribunal NPC, just follow it anyway. It also shouldn't be that hard to prepare for an attack. If your in a tribunal, you can run around with buffs twenty-four seven and get fading buffs from pills/potions instantly. As far as how easy it is to neutralize a naked guard NPC. Give it some enchanted armor, which guards can enchant.

Hell, if they draw your law NPC away, follow the NPC if you can, it will track them down. Just be prepared to do that.

I guess I just like the utility options for both pvp and pve granted from tribunals. I don't think it needs to be made any more difficult for people to raid or easier to defend. The way it is now, you don't have to be l337 to get involved and be useful. Just have to be careful not to get overrun.


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PostPosted: Thu Jun 17, 2010 4:23 am 
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...I'll just suppose you aren't very well-acquainted with the tribunal NPC AI scripts, then.


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PostPosted: Thu Jun 17, 2010 8:45 am 
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Grep accurately points out a few chinks in a tribunal character's armor, but on balance tribunals are just fine in terms of potency.

Gliknok, the trouble with following guards is that you can only do that during city defense. If you try to do it during a raid, you'll just end up in the front row fighting several bounty NPCs.


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PostPosted: Thu Jun 17, 2010 10:12 am 
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Joined: Sat Jul 07, 2007 7:09 am
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SK Character: Gorvik, Kriltor, Viliatrou
Rodwen wrote:
VelvetWinter wrote:
grep wrote:
They're just overflowing with membership on account of all their great features.


Precisely my thinking. There goes my Keeper, whom I would roll but dumping CHA for no reason but leadership seems like a poor idea.


the only worthwhile trib is MC as far as game mechanics goes.


Im a little late to this discussion, but did you really just say that? Hand is one of the strongest tribunal's in the game, the trio is devastating if it is used right.


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PostPosted: Thu Jun 17, 2010 11:01 am 
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A nymph with no mouth?

I wonder how one uses that correctly. :P


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PostPosted: Thu Jun 17, 2010 1:15 pm 
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SK Character: ArchaicSmurf
Zing.


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