Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun Dec 29, 2024 10:45 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 103 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10, 11  Next
Author Message
 Post subject:
PostPosted: Tue Sep 23, 2008 2:22 am 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I like the feedback here. I think that it does seem like there may not be much room for lower level characters to have impact, but I think eventually characters of all levels should have an importance in the game. This encourages the seeker of cohorts to definitely be active in the search. If we start having GM characters seeking out low level characters for things, I think that's a step in the right direction. If trade skills were also implemented, I could see their effectiveness waning at higher levels compared to what it adds to a lower level character. It makes the game more fun without requiring anyone do anything except being a good leader.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 4:10 am 
Sounds like this will be a huge buff to elves.

Again, I feel a bit sorry for deep-elves.


Top
  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 4:17 am 
Offline
Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Rambling idea re. activity levels and cohort-changing...

The same code that manages inactivity for the removal of leader flags and removal of high level equipment ("thieves") could reset cohort/exemplar relationships due to inactivity. Whether you track the estranged status and require beyond-the-norm effort to (re)gain such a bond is an option.

Or... you could add a state between cohort and the non-cohort / "estranged" status - what I call "distant cohort" for want of a better name.

Essentially this would be a two level ranking - i.e. if both cohort(s) and exmplar are very active, both the benefits and the rating remain high. So 3 "full cohorts" remains the limit providing maximum benefit.

Should a cohort's activity wane & their bond weaken, their rating (or cohort rank) drops; also decreasing the benefits to both players. A maximum of 6 "distant cohorts" might be feasible - in this way inactive cohorts are offset by allowing more of them in total. In theory, an exemplar could also intentionally select several less active cohorts either as a preference for a less common type of character as their cohort, or perhaps simply to cast a wider net in their search for suitable full cohorts.

Should all 6 distant cohorts be online (unexpected, but obviously not impossible), the benefits to the exemplar should equate to 3 full cohorts, so no benefit is gained one way or the other.

Although the code could obviously have commands to manage this for the players, the transitions could easily be semi-automated -
  1. From newbie to full cohort (already described in this thread: an in-game command + RP to back it up)
  2. From full cohort to distant cohort (activity-based via the code, 1st or 2nd month of low activity)
  3. From distant cohort to non-cohort (activity-based via the code, 2nd or 3rd month of inactivity)
  4. From distant cohort to full cohort (a month of high activity)
  5. From Examplar to Lapsed Exemplar (activity-based via the code, 1st or 2nd month of low/no activity; essentially a warning that you could lose your exemplar)
  6. From Lapsed Exemplar to nothing (activity-based via the code, 2nd or 3rd month or month of low/no activity; all cohorts free to choose a new exemplar?)


The bond of a distant cohort could also be renewed face-to-face so that full cohort status is returned. Should 6 distant cohorts be registered and you try to promote them all back to full cohorts, the 4th one rejects you saying you already have 3 full cohorts.

Should 3 full cohorts be online you achieve maximum benefit. Should the remaining 3 distant cohorts come online, they get a benefit but the exemplar would see no change.

Anyway, enough dribble from me.
*pours a scotch and toasts the next generation - rugrats all of them*


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 4:38 am 
Offline
Webadmin

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Furthermore...

Code:
> cohorts
You currently have 4 cohorts:
 +---+---------+-------+-----------+
 |On?| Name    | Rank  | Last Seen |
 +---+---------+-------+-----------+
 | Y | Sneezy  | Full  | 1013 T.A. |
 | Y | Sleepy  | Full  | 1013 T.A. |
 |   | Doc     | Full  | 1011 T.A. |
 |   | Bashful |Distant|  801 T.A. |
 +---+---------+-------+-----------+

> affect

 o [Affects] Alshain
 o===-===-===-===-===
 o Affect: 'cohort' - Exemplar bonus to willpower             
 o Affect: 'cohort' - Exemplar bonus to probability to hit   
 o Affect: 'cohort' - Exemplar bonus to probability to dodge 



Code:
> exemplar
You are a full cohort of Exemplar Alshain.
Last seen: 1013 T.A.


> affect

 o [Affects] Sleepy
 o===-===-===-===-===
 o Affect: 'cohort' - Full Cohort bonus to willpower
 o Affect: 'cohort' - Full Cohort bonus to probability to hit



Code:
> exemplar
You are a distant cohort of Exemplar Alshain.
Last seen: 1013 T.A.


> affect

 o [Affects] Bashful
 o===-===-===-===-===
 o Affect: 'cohort' - Distant Cohort bonus to willpower



Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 4:55 am 
If this gets put in, I hope it's not like specifically designed for warriors and the like. + to hit and doge is not going to help a caster at all.

Also, Alshain, sorry, but anything that uses the time system that is used for item thieves and keeping leader flags, is a horrible idea, since that system is currently worthless.


Top
  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 5:30 am 
Offline
Mortal

Joined: Tue May 20, 2003 10:18 am
Posts: 240
Location: In the depths of your mind
I forsee this being another way that the twinkishness of some of the more popular players to come out. Definitely characters with big names will have as many cohorts as possible, but I feel that the majority of the power players will maintain large numbers and those players will become more difficult to defeat. I also can see abuses of this system being possible.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 8:39 am 
Offline
Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Achernar wrote:
I like the feedback here. I think that it does seem like there may not be much room for lower level characters to have impact, but I think eventually characters of all levels should have an importance in the game. This encourages the seeker of cohorts to definitely be active in the search. If we start having GM characters seeking out low level characters for things, I think that's a step in the right direction. If trade skills were also implemented, I could see their effectiveness waning at higher levels compared to what it adds to a lower level character. It makes the game more fun without requiring anyone do anything except being a good leader.


The reason why I brought up the idea of CoHesque cohort system. So, that low level chars can have a greater impact on the game.

It would be better if the flag would be much more strict than either the ldr or the anti-hoarder flag, which are fairly useless (especially the anti-hoarder).


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 8:55 am 
Offline
Mortal

Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
I believe this would one of the worst things that could ever happen to the game.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 9:25 am 
Offline
Mortal

Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
Carsetius wrote:
I believe this would one of the worst things that could ever happen to the game.


That makes no sense.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Sep 23, 2008 10:16 am 
Offline
Mortal

Joined: Thu Sep 06, 2007 10:28 am
Posts: 1538
Carsetius wrote:
I believe this would one of the worst things that could ever happen to the game.


Care to elaborate?


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 103 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10, 11  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 33 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group