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Allies, war and guards.
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=23909
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Author:  maxman [ Wed Jun 19, 2013 8:40 pm ]
Post subject:  Allies, war and guards.

So I noticed that I can take my guards around in the territories I war in, yet I cannot take them to the territories that I am allied with. This needs to be fixed. My allies should have no issue with me bringing guards into their realm for personal protection, as well as allied support against the enemy.

Author:  Deathadder [ Wed Jun 19, 2013 8:47 pm ]
Post subject:  Re: Allies, war and guards.

I say Nay Nay. Simply because of this small little factor. THe guards of each city are ment to -defend- their home land. And that means sitting at home defending borders or taking the fight to the aggressor in the enemies country. Thats it. No crumpets and cake at the local coffee shop with cops from this town and that town. I eat my donuts here they eat their donuts there.

Author:  maxman [ Wed Jun 19, 2013 9:08 pm ]
Post subject:  Re: Allies, war and guards.

Deathadder wrote:
I say Nay Nay. Simply because of this small little factor. THe guards of each city are ment to -defend- their home land. And that means sitting at home defending borders or taking the fight to the aggressor in the enemies country. Thats it. No crumpets and cake at the local coffee shop with cops from this town and that town. I eat my donuts here they eat their donuts there.


Yes, but when the aggressor attacks your ally, you should be allowed to use your resources to fully aid them, and vice versa. I mean I certainly see your point, however, when bringing the fight to your enemy, how does it not make sense to work with your ally in order ambush or trap your enemy in a friendly kingdom?

Author:  Deathadder [ Wed Jun 19, 2013 9:11 pm ]
Post subject:  Re: Allies, war and guards.

Its not your guards duty to protect your allies cities and intrests. Only their own.

Author:  maxman [ Wed Jun 19, 2013 9:31 pm ]
Post subject:  Re: Allies, war and guards.

During times of war, it is their duty to answer the call to arms. If my ally is being attacked by a common enemy, I don't see why they can't be called upon for action.

Author:  alvarro [ Wed Jun 19, 2013 10:00 pm ]
Post subject:  Re: Allies, war and guards.

Logic may apply to this suggestion, however I voted no due to gameplay implications.

Author:  Le Petit Prince [ Wed Jun 19, 2013 11:18 pm ]
Post subject:  Re: Allies, war and guards.

alvarro wrote:
Logic may apply to this suggestion, however I voted no due to gameplay implications.

Author:  archaicsmurf [ Thu Jun 20, 2013 7:21 am ]
Post subject:  Re: Allies, war and guards.

No. NPC wars are bad enough.

Author:  Imperialistic_Babble [ Thu Jun 20, 2013 7:52 am ]
Post subject:  Re: Allies, war and guards.

Yeah, SK really needs to get away from NPC wars. I'm looking forward to the day that D finally disables spells for tribunal guards and people have to get buffs by finding actual resources for it.

Author:  maxman [ Thu Jun 20, 2013 10:33 am ]
Post subject:  Re: Allies, war and guards.

Imperialistic_Babble wrote:
Yeah, SK really needs to get away from NPC wars. I'm looking forward to the day that D finally disables spells for tribunal guards and people have to get buffs by finding actual resources for it.


You know what? I'm all for the only thing getting a NPC are Warlocks, and only because it's a summoned elemental. How about we do that instead? All this pet/guard crap is silly anyway. The spells from the guards is pretty much the only real reason to play in a tribunal anyway. The only other benefit is a slightly buffer NPC to run around with and only in a warring country.

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