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 Post subject: Mercenaries Guild
PostPosted: Sun Jul 10, 2011 11:33 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
In my opinion the mercenaries guild is kind of in need of a tweaking. You can buy a full set of tanso steel armor and a tanso steel shield in Exile. You can buy a full set of tanso steel armor and a tanso steel shield in menegroth. You can buy a full set of tanso steel armor in nerina. Yet in the mercenaries guild you can not buy a shield and they sell a half suit of armor at most. It's inadaquate.

Also the weapon selection is unsatisfactory. For a guild that caters to mercenaries there should be a vast assortment of weapons. Infact there should be a weapon of almost every type sold there. They sell like three or four types now. In Exile you can buy almot any weapon in that shop next to the blacksmith and those weapons are cold iron. The mercenaries guild needs to be buffed in my opinion.


Code:
> specialize list
List of available weapon types:
knuckles          spiked knuckles   shortsword        gladius           
scimitar          wakizashi         kris              machete           
rapier            epee              longsword         broadsword       
katana            cutlass           bastard sword     greatsword       
claymore          flamberge         no-dachi          pigsticker       
falchion          khopesh           landsknecht       dagger           
skinning knife    tanto             hunting knife     push knife       
throwing dagger   sai               curved dagger     straight dagger   
khukri            club              spiked club       flanged mace     
spiked mace       forge hammer      warhammer         spiked warhammer 
flanged pole-mace spiked pole-mace  flail             ball and chain   
morningstar       nunchaku          hatchet           throwing axe     
battle axe        double-bladed axe great axe         pole-axe         
whip              riding crop       bullwhip          battle whip       
spiked chain      staff             cane              jo staff         
bo staff          spiked staff      blade staff       ajatang           
throwing spear    pitchfork         hunting spear     battle spear     
ahlspiess         trident           halberd           pike             
bill              glaive            bec de corbin     scythe           
naginata          lance             shortbow          longbow           
compound bow      hunting bow       archery bow       hand crossbow     
(C)ontinue - (R)efresh - (B)ack - (H)elp - (Q)uit [RETURN]:c

crossbow          siege crossbow    catapult          ballista         
sling             kama              sickle            elemental orbs   
arcane orbs       divine orbs       kusari-gama       bandalore         
bolo              shuriken          hammer of light   



This should be the weapons selection of the mercenaries guild and there needs to be more armor and more arpee items like sharpening stones and maybe blacksmith tools. Cool stuff to play with. The guild in my opinion is inadaquate.

Orac.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Jul 10, 2011 12:09 pm 
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Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
As a guild exclusively for mercenaries that you have to do a quest to get into, it could be quite a bit more rewarding than it is, I agree.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Jul 10, 2011 5:39 pm 
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Joined: Thu Dec 10, 2009 2:33 pm
Posts: 154
The guild is older than most of the items you are talking about. While other places upgraded, the guild stayed the same. I agree however, it does need a change.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Jul 10, 2011 8:17 pm 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
Nashira wrote:
The guild is older than most of the items you are talking about. While other places upgraded, the guild stayed the same. I agree however, it does need a change.


This is exactly right. Everything you said here is why it's now the guilds turn to progress into the modern SK era.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 12:13 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
I built the Merc Guild during a major reconstruction project in Teron. Originally it had been intended to provide a spot where mercs could access some expanded skills training, could obtain some decent tanso (I think tanso was still relatively new and very rare at the time), and where they could go to sell things with a good high payback. There were also 2-3 other quests that were meant to go into it, of increasing level/difficulty that would be appropriate for mercs.

Around that same time there had always been a relatively active PC-run thieves' guild in Teron and I was trying to create another "counterbalance" of political/military power in Teron in the Merc Guild. I had wanted to do a couple quests between the two, developing a thematic competition between the organizations. I always like the chaos theory behind Teron as a collection of disparate competing racial & political & religious groups all in constant struggle for influence & wealth in the lawless region.

It is probably overdue for a makeover.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 12:26 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Tanso was new and rare? I recall old Everclear before it was burned down having a crap load of good tanso to request from guards. And that was before Gaal flooded the place, and long before the Empire siege war with Teron. Gorik hall or whatever was the normal training grounds for around apprentice. All things prior to the merc guild.

In short, the guilde could use some upgrades. Though you should make guild members pay for upgrades. Force them to come together. :devil:


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 12:29 pm 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Says the guy who just deleted his merc.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 12:30 pm 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Exactly.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 12:36 pm 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
dalamar wrote:
Around that same time there had always been a relatively active PC-run thieves' guild in Teron and I was trying to create another "counterbalance" of political/military power in Teron in the Merc Guild. I had wanted to do a couple quests between the two, developing a thematic competition between the organizations. I always like the chaos theory behind Teron as a collection of disparate competing racial & political & religious groups all in constant struggle for influence & wealth in the lawless region.


That sounds pretty cool. If an Imm wants to do something like this (including doing a makeover on the current merc guild) I'd be willing to offer my help.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 1:39 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Tragonis wrote:
Tanso was new and rare? I recall old Everclear before it was burned down having a crap load of good tanso to request from guards. And that was before Gaal flooded the place, and long before the Empire siege war with Teron. Gorik hall or whatever was the normal training grounds for around apprentice. All things prior to the merc guild.

In short, the guilde could use some upgrades. Though you should make guild members pay for upgrades. Force them to come together. :devil:


I did the Everclear rebuild right after my angel rebuild of Grahme. I think Teron & the Merc Guild came right afterward. The Teron rebuild occurred in conjunction with the original D'aaste and with Junta ((?) Presto's character w/last name Adomos for whom Adomos Ave is named). It was the time period in which tanso was beginning to proliferate but was still relatively difficult for a lowbie merc to get his hands on, esp after a junk-loot, etc.


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