Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 12:42 am 
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Joined: Wed Mar 06, 2002 10:34 am
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Location: Los Angeles, CA
We all know as characters and players when an ally of your tribunal or cabal is being attacked, you go to aid them. Now, I am not saying if you show up solo that you should be immune to law: But if you show up to defend a city in a group with a tribunal member, you should be exempt from the law just as they are. I'm frustrated helping my allies defend their territory only to be outlawed at the first chance, and most of the time by the guards in our own group. Leaders are not always online, and people tend to play less frequent hours these days so sometimes waiting for a pardon from your ally can take many real life days.

TL:DR?

Make it so when grouped with allies in their territory you are immune to law like them, so prevent ridiculous scenarios like guards running off to report people who are grouped with and helping them.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 3:03 am 
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Joined: Fri Aug 24, 2012 3:21 pm
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Terrus wrote:
We all know as characters and players when an ally of your tribunal or cabal is being attacked, you go to aid them. Now, I am not saying if you show up solo that you should be immune to law: But if you show up to defend a city in a group with a tribunal member, you should be exempt from the law just as they are. I'm frustrated helping my allies defend their territory only to be outlawed at the first chance, and most of the time by the guards in our own group. Leaders are not always online, and people tend to play less frequent hours these days so sometimes waiting for a pardon from your ally can take many real life days.

TL:DR?

Make it so when grouped with allies in their territory you are immune to law like them, so prevent ridiculous scenarios like guards running off to report people who are grouped with and helping them.


We've been asking for this, well... as long as tribunals existed. Good luck!


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 9:32 am 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
I'm against it. For all the reasons that have been stated a thousand times.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 9:35 am 
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Joined: Thu Apr 14, 2011 10:26 am
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SK Character: Rolf
If the leaders aren't around to give out pardons when it is appropriate, get new leaders.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 9:43 am 
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Joined: Mon Dec 01, 2008 2:01 pm
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I think this is a no-brainer. It makes no IC sense.

Your allies are under attack. They ask you to come to their aid. You show up and group up with them. You, your allies, and their tribunal guards successfully repel the invading group. Then, the tribunal guards you are grouped with attack you. It makes no freaking sense. Please change so that it does.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 10:23 am 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
Eh. Maybe grouping immunity.

But no way should a Keeper be able to come to Ayamao and solo gank a necromancers and not get outlawed. Even if they get pardoned later.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 10:41 am 
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It does make plenty of sense. Whether immunity spreads to a tribunal members group or if conceptualize as a "deputize" command, Dulrik shot that out of the water years ago.

If I understood his posts correctly, we just want to have our cake and eat it, too, from his point of view. If you want to have law immunity in a kingdom, you join its tribunal. Period. Want pardons? Get leaders.

Thankfully, pardon is one of the few commands that works offline. As a leader, I routinely attempted to parole people to see if they were lawbreakers.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 1:33 pm 
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Location: Los Angeles, CA
I think you should only get immunity if grouped with a tribunal member and in the same room as them, and only if your factions are alied. I don't understand why that is such a terrible idea or why it doesn't make sense. What doesn't make sense is the AI of the guard NPCs flipping out mid battle and running off to report you while their leader is getting gang raped.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 2:49 pm 
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Look at it from the perspective that Dulrik has advocated in these threads before: the Guards are considered as in-depth, important, and self-absorbed as players. They see some crazy adventurer fighting, and they're charged not with obeying the leader of a tribunal but the law of the land. Running off to report is their "roleplay." That's basically the only way the current interpretation, which has been in place for years, makes sense to me.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 7:34 pm 
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Location: I'm in a glass case of emotion!
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Shouldn't the queen have removed Lazeran and Chirk from the peacekeepers for repeatedly attacking people who are allied with Taslamar and who are helping drive out necromancers?

The current mechanics are extremely stupid and should be changed.


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