WickedWitch wrote:
Guards should attack GUARD NPCs from other countries, not tribunal members. UNLESS they have a GUARD NPC with them.
Think about this from a programer's perspective for a second.
The thing they teach you in school when you're studying programming is that your goal is to create streamlined code that requires the absolute minimum of CPU usage at each line.
Now lets assume that your idea is implemented, and a necromancer comes strolling into, say, Menegroth with ten wraiths. He's also got a store-bought pet and, through a wand of charm, Losquaty.
Now, this necromancer passes by two NPCs that are flagged and scripted to check the "loyalty" of all of those NPCs. Those two NPCs also happen to be in the exact same room.
The script fires, and both NPCs check all 12 of those incoming NPCs for "loyalty" flags, causing the CPU to cry bitter tears of overloading. Lag goes up all over the game, due to random numbers of NPCs coming in and going out of all the starting cities, and not just tick lag either. Suddenly, people find random patches of lag. Player tears start flowing as well, now. Oh, and lets not forget the delf necro with 20+ NPCs passing those two scripted NPCs. Maybe then, the game crashes.
Compare that kind of processor drain to the kind of drain generated by just checking the PCs that enter. The difference is massive.
So, in case you can't be bothered to understand why the idea above is bad, let me just emphasize the statement so you can get it.
This is a bad idea.