Shattered Kingdoms

Where Roleplay and Tactics Collide
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What do you think?
I like the idea. (Agree.) 38%  38%  [ 5 ]
I don't like it a bit. (Disagree) 54%  54%  [ 7 ]
I have my own opinion. 8%  8%  [ 1 ]
Total votes : 13
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 Post subject: [idea] Faction tag
PostPosted: Sun Jul 20, 2008 3:12 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Alright, this idea is kind of a work in progress but it's main purpose is to circumvent what people think is the lame idea of turning yourself in in a warred country etc. Feel free to add your input

Right now, I don't see the whole purpose of diplomacy other than a gateway to take your law NPCs into warring cities. However, I think that if you're in a tribunal / cabal at war with a place, it would make sense that the city defenders would attempt to stop you. I mean, if you see someone with Balacha, it's common sense they're a talon, same that anyone with the "trio" is a black hand member. So why not apply a faction tag or so to members of those tribunals and make city guards aggressive vs said tag based on diplomacy. If they're at war, have the guards go on the offensive, seek to kill the one they're at war with, after all, it is war.

Basically this would stop people from just going on mode stun, killing people, turning themselves in and roaming around for a few more free ganks. The banishment could be used more as a punishment for law offenders rather than war criminals and such (though could still be used if they rampage enough and just sic the bounty NPCs on them.)

The only problem i really see with this though, is the cabals that would want to be secretive, like adepts, harlequins and druids and such (If the adepts come back that is.) And would ruin anyone who wanted to be a secretive member of an organization, unless they were beyond overly careful. Basically it's just an idea, and feel free to add you guys input.

Personally, I think if you're going to declare war with another country, why would they allow you in there? Most military organizations have some way they identify their soldiers and such so they generally are easily recognizable, unless of course they're a spy or mole or secretive society.

So yeah, vote. Yay, nay or "I have my own ideas I'd like to add."

Edit: If you have your own idea, please don't hesitate to share.


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PostPosted: Sun Jul 20, 2008 3:19 pm 
This is a terrible idea. What if you keep your faction a guarded secret? Or are you suggesting that there be a faction tag that the player can turn on or off? That's ridiculous too, because I can't think of a single person who would willingly turn it on.

Stop being lazy, stop relying on NPCs to do your work for you.


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PostPosted: Sun Jul 20, 2008 3:21 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
If it were tweaked, yes. For instance, you could choose whether you were a secret member or not, where being a secret member disabled the ability to bring a NPC with you--you could still get your buffs, but couldn't bring along your pretty little tank--but also kept enemy guards from attacking you. Everybody could start out as a secret member, then have the option to have the leader switch them to an active member whenever they pleased. This could also serve as a fix to the problem you have of logs giving away secret members--make anybody marked as a secret member not appear on the who list as such unless you specifically typed "who [TRIBUNAL/CABAL]." I'm not sure how this could work for cabals--perhaps disabling cabal gate or something?


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PostPosted: Sun Jul 20, 2008 3:39 pm 
I cannot think of a single reason this is a good idea. If I want to PvE all day while other players sit around and smoke the fat cigar, I'll go play a single player game.


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