Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:44 pm 
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You would need to set up the code, take the ten best Pkers and let them run the cities to find out how they do it, tweak the AI, and basically find all the abusable moves. If someone discovers one, do a fix.

Like any other feature.

Edit:

"Hey I got a cool idea!" "What?" "I put wheels on this chair!" "Well that is dumb."

"Hey I got a cool idea!" "What?" "I put wheels on this chair!" "How do you steer it?" "No idea." "That's dumb."

"Hey I got a cool idea!" "What?" "I put wheels on this chair!" "How do you steer it?" "No idea." "Mayber a brake on that wheel?"

Edit2:

I understand it is a general idea, and there are numerous ways to abuse it as it stands, I am quite sure with enough typing NPCs could be made to do some fun things.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 4:17 pm 
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Location: Los Angeles, CA
ObjectivistActivist wrote:
Terrus wrote:
In response to OA: I personally don't find anybody himg wrong with that, it'd be a viable tactic and would take a certain amount of teammwork, which I think should be required in raiding a city. It sure beats a super buffed barbarian or necro running around raping everything solo.


I think you're missing the point that what you want ended doesn't get ended, it just leaves everyone else open to killing all the PCs around.


I get it but what I am saying is if an attacking group is going to go through the trouble of attacking a city and they have someone round up the guards ethereal then let them. That is a viable tactic in the world where roleplay and tactics combine.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 5:05 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Terrus wrote:
ObjectivistActivist wrote:
Terrus wrote:
In response to OA: I personally don't find anybody himg wrong with that, it'd be a viable tactic and would take a certain amount of teammwork, which I think should be required in raiding a city. It sure beats a super buffed barbarian or necro running around raping everything solo.


I think you're missing the point that what you want ended doesn't get ended, it just leaves everyone else open to killing all the PCs around.


I get it but what I am saying is if an attacking group is going to go through the trouble of attacking a city and they have someone round up the guards ethereal then let them. That is a viable tactic in the world where roleplay and tactics combine.


No, it isn't, because the entire point of this change is a more "realistic" reaction from NPC AI, which causing all the police to bottle neck at a single purposeless point, thereby allowing the real threat to rampage unchecked thereby allowing the real threat to rampage unchecked would be counter productive to. IRL, there's radio communication which can redirect law enforcement and military personnel to the real threat, in SK there's Tell. Either way, this scenario is effectively, realistically impossible.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 6:14 pm 
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SK Character: Adalwulf, Whinston, Eberhardt
You mean to say that they are trying to create a diversion, to stretch the police forces too thin to be effective in both events? Heavens! I don't think ANYONE has ever done that before!


Don


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 6:18 pm 
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No, I mean to say that the AI is incapable of dealing with two threats at once, and won't disengage from threat A just because they're ineffective and engage threat B just because they're most effect and also unreportable because all NPCs are located at threat A.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 7:03 pm 
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I see what you're saying in that case yeah A.I. would need to be looked at.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 7:32 pm 
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I have an idea. Instead of all the guards in the city, why not put certain guards at check points that, like the Ch'zzrym guards, summon reinforcements like the judges and stuff? This simulates the effect and you can set them at points in the city that can't be avoided as most cities are linear anyways. It also won't need to retweak the AI for it which would be a massive overhaul in itself.


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 Post subject: Re: Reducing jail Time
PostPosted: Sat Oct 13, 2012 11:42 am 
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The whole point to this was people complaining about unrealistic tribunal response too mass murder. If they want a realistic response to their actions they should get one.


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 Post subject: Re: Reducing jail Time
PostPosted: Sat Oct 13, 2012 12:02 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
While we're at it, let's make all NPCs in all areas immediately aggro upon someone who kills any of them. Leveling's too easy as it is, may as well force all the fytrysks to run and gank you if you lure one to your room via flamestrike.

Let's also implement auto-yell for NPCs.


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 Post subject: Re: Reducing jail Time
PostPosted: Sat Oct 13, 2012 5:48 pm 
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People might take NPCs seriously then, I'm game.


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