Shattered Kingdoms

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 Post subject: Re: PK/Tribunal Ideas
PostPosted: Sun Oct 02, 2011 9:51 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Hey, Oldesword, I can appreciate what you are trying to suggest here with this post, but I think you've got it wrong based on what you say you want. You want people to not disrupt RP in cities with pointless PK? I'd suggest then that a lot of your suggestions are counter-productive. If you turn the cities into the center-point of a CTF variant, you are incentivizing an attack instead of deterring it.

The other problem is that some variants on your ideas have already been tried and it hasn't work very well. I've tried creating other places that people should perform their PK. For example, the portal stones were supposed to be a great ambush point. Didn't work out so well in practice. Later the cabal HQs were updated with system after system, so that people would have a reason to actually get into battles outside a city over something important enough to their characters so that they wouldn't just run away and hide. But everyone hates that too.

That doesn't mean I won't ever try to make kingdom warring more a part of the game, or never go with any of the many ideas that you presented, but I'm not a believer in trying to create a new system for capitol cities any time soon.


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 Post subject: Re: PK/Tribunal Ideas
PostPosted: Sun Oct 02, 2011 11:15 pm 
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Joined: Sat Aug 20, 2011 7:28 pm
Posts: 126
I was hoping that by implementing varying degrees of security and making capitol cities ridiculously hard to assault (as they should be) that it would drive the fighting to the peripheral cities or outposts until it was time for the killing blow. Invading armies usually deal with the outlying towns before moving onto the capitol. The other option would be to boost defenses (eliminating gate targets, posting guards at the gates, making guards use the murder holes, closing the gates when enemies appear, etc) so that attacking a city is not something taken lightly. So, yes, there is an incentive to attack a city and it has an actual RP cost but it also is more difficult to do so.

It is interesting that I normally hear a lot of complaints against CTF but that control point matches are valued which is what this would be. Forcing the enemy to declare a siege to seize a 'control point' also prevents the enemy by wreaking havoc when no one is online. That, from what I hear, is the chief complaint about relic seizing: You can do it while people are offline so you just get a lot of offline 'relic ganking.'

Maybe make it so that seizing a relic has to be declared so the defenders have a chance to meet you in battle? I think this is why control points are valued over CTF matches. It forces you to stand in fight instead of run, sneak and hide.

Anyways, I'm not trying to make any demands with a thread like this. I'm just throwing ideas out there and hoping to start a conversation to get some more ideas flowing.

I would, of course, like to see something that makes tribunals have a specific role that competes with cabals.


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 Post subject: Re: PK/Tribunal Ideas
PostPosted: Mon Oct 03, 2011 8:48 pm 
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Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Regardless of outcome, I would like to at least thank Oldesword for the opening post's effort and thought.

Appreciated.


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