Shattered Kingdoms

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 Post subject: Auto surrender
PostPosted: Wed Nov 04, 2009 3:27 am 
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Mortal

Joined: Sun Sep 06, 2009 9:29 pm
Posts: 72
I really, really dislike using an auto response as the only method to surrender to guards. People will forget it's on, which can be disastrous, or they'll forget it's off and have to fumble around with an auto command to avoid killing a guard.

I propose we simply add a 'surrender' command, so that those of us who would prefer to can simply mode stun and use that.


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 Post subject:
PostPosted: Wed Nov 04, 2009 5:48 am 
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Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
And even if auto surrender isn't removed - surrender would be a nice new command, perhaps even to be used in a room anywhere in the kingdom without necessarily containing a guard? (Mechanic could be that it spawns a guard to whom you surrender, all happening instantly).

I'd put a vote for removing auto surrender if surrender is implemented, though - no more mixups/buggy auto surrender faults.


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PostPosted: Wed Nov 04, 2009 6:31 am 
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Mortal

Joined: Thu Sep 06, 2007 10:28 am
Posts: 1538
Sounds nice to me.


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PostPosted: Wed Nov 04, 2009 6:58 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
If this command is implemented there should be some conditions attached to it:
    You must be outlawed (duh!)
    You must be alone.
    You automatically surrender to said guard.
    Guard does not cost tribunal.
    Guard is not otherwise a law enforcement/bounty NPC
The reason for these conditions would be so that people with 1-2 minor crimes couldn't wandering spawning legions of guards to defend their city, get other people outlawed/punished for being the city/kingdom, or cost the tribunal lots of gold.


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 Post subject:
PostPosted: Wed Nov 04, 2009 7:53 am 
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Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
Or...

You must be outlawed.

And the command merely gives an echo of a NPC coming to pick you up, e.g. poofing you away. There is of course no cost attached to it. That way, other people in the same room isn't liable to get attacked by, nor does it cost the trib anything.


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PostPosted: Wed Nov 04, 2009 9:12 am 
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Mortal

Joined: Mon Jul 20, 2009 9:34 am
Posts: 157
I've done this before walking into a kingdom with auto surrender and then having a quite of bit of time to serve. But I must say I will play devil's advocate on this one and say that why make some one change the code because you forgot to simply type something? Not the imm''s fault you forgot, but then again I have no clue about coding and how hard or easy it would be so, if its an easy fix sure why not, but if it takes some time and is difficult, just leave it and don't be so forgetful *bonks self*


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PostPosted: Wed Nov 04, 2009 10:27 am 
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Mortal

Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
There is however the infamous auto surrender bug - and if you get agro'd by some guards and wish to surrender, typing in auto surrender doesn't cut it. Then you'd need to flee and find yet another guard - even the same chasing you into a new room won't trigger off auto surrender.


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PostPosted: Wed Nov 04, 2009 10:38 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Auto surrender is [REDACTED]. Any time I've brought this up, I usually get a STOP QQING!!! Because our playerbase is so nice.


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PostPosted: Wed Nov 04, 2009 10:49 am 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I approve of this idea.


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PostPosted: Wed Nov 04, 2009 1:04 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
This weakens tribunals further by making it easier to turn yourself in and avoid banishment with ease.


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