Shattered Kingdoms

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 Post subject: NPCs in enemy teritory
PostPosted: Sat Nov 21, 2009 3:48 pm 
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It seems a bit overpowered that one person can drag three NPCs into enemy territory, generally a tribunal NPC, charm/dominate, and a pet. Not to mention when you drop the person who drug the tribunal NPC in, the tribunal NPC doesn't just go away but stays and tries to kill the people involved.

Now when you get a couple people, there can be a small army of NPCs there. Should be a charisma limit or something to the number of NPCs you can control at a time.


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PostPosted: Sat Nov 21, 2009 4:12 pm 
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Wait. Is this a post about how I am overpowered?

Awesome.


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PostPosted: Sat Nov 21, 2009 4:17 pm 
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There are many limitations. Many. I explored them liberally. You seem to be judging a situation by its best case scenario, which can be risky business.


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PostPosted: Sat Nov 21, 2009 4:24 pm 
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I mainly have seen this as a way for one tribunal to drain another tribunals coffers.

A sorc can have 2 charms, a pet, and take one tribunal NPC. So four pets, with staves and wands you can cut through another city rather quickly.

A priest/shaman with a pet and a high level NPC will allow you to beat down guards without much worry.

There are some risks involved, but from what I have seen for the most part is it's just kind of out there. I mean sure you get a lvl 40 or better tribunal NPC and a lvl 35 swash plus a pet to hide behind. Third row you have little worries and can mow down single people pretty easy, evn groups of two or three if you are lucky. Again, if you manage to gank the person in the third row, the pet wanders off and the charm wanders off but the tribunal NPC lingers around to cause problems.

There should be a demoralization factor on all guards that make them flee if certain situations are met.

Not just Turon doing it, I have seen several people using the enemies inn and lureing in bounty NPCs to kill off.


It's sort of like zerging, sure your NPCs aren't that high of level but 6 or more attacks per round on a decent weapon will chew through anyone pretty easy.


O all bash XXXXXXX also makes it kind of lame.


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PostPosted: Sat Nov 21, 2009 4:34 pm 
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I would go into the reasons why much of what you said is wrong/has counters, but I would prefer to leave that to my IC enemies. It should be noted, however, that what one tribunal member can do in enemy territory is in no way greater than what one member of the opposing tribunal can do, and in their own territory at that. And the other cabals in the game have abilities which are worth that extra npc: And those abilities can be taken anywhere, not just their own land and enemy territory.

I will say that there's no way that I can drain the exile trib coffers solo with any sort of efficiency: Spawning three grouped pally NPCs every city room is pretty annoying to fight, even with a giant barb, a human barb, and myself in a group.


Last edited by Turon on Sat Nov 21, 2009 4:36 pm, edited 1 time in total.

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PostPosted: Sat Nov 21, 2009 4:35 pm 
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Tanaki2 wrote:
O all bash XXXXXXX also makes it kind of lame.


It is lamer when there are 25 wraiths and two sessprian ghouls responding to that command.


As for tribunal warfare, I agree, it could use some developments, but I'd rather see those develop as a positivist attempt at a system than a reactionary thing arising out of a series of well-intentioned but directionless patches.


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PostPosted: Sat Nov 21, 2009 5:22 pm 
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People in certain cabals can have two pets quite easily. Add in a charm or two, and that's four or five in one pc group without too much effort.


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PostPosted: Sat Nov 21, 2009 5:34 pm 
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One cabal can do that to use for a combat NPC. The other cabal cannot use their NPC for combat in any way or they lose it. So that is one cabal that can add an extra NPC. Much harder for them to get a high level NPC than walking over inviting and ordering to accept.

Tribunal NPCs in groups should have a demoralization factor that when certain criteria are met based off the cha of the person who invited it that they flee, most of which is when the leader falls the NPC runs for the hills. Should also be a way to stop tribunal NPCs who are ordered into PC groups to lose their law hunting script so they stay in the group and when in enemy territory don't stick around.

Drop a necro with undead and controls and the undead drop and the controls will flee a round later. Unfortunately the controls are so uber buff that they will drop people in one round easily, but that is another story.

Yes there are draw backs you have to know your enemy, but there are some things that are kind of silly. Those draining coffers the way they do is kind of a disappointment as far as I am concearned. Tactics people say.


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 Post subject: Re: NPCs in enemy teritory
PostPosted: Sat Nov 21, 2009 5:36 pm 
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Location: With a patuty in mah sewty
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Tanaki2 wrote:
Now when you get a couple people, there can be a small army of NPCs there. Should be a charisma limit or something to the number of NPCs you can control at a time.


[REMOVED]


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PostPosted: Sat Nov 21, 2009 5:37 pm 
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Location: With a patuty in mah sewty
SK Character: Ivstnesr, Drakey
there is nothing better then dieing, and your guard chasing down and killing who killed you... Or them running and it wanders off after them. Even when I have been the victim of this I get a kick out of it!

EDIT: I just read the first and last post!!! :drunk:


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