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None of the three proposed changes discourage and stop gank squads, which was the spirit of the thread (?).
Well, as I see it, there are three problems we're trying to solve,
1. For a Veteran-level, very low risk spell, it's an awfully good way to kill newbies and the ill-equipped. It's not clear that a spell that's so powerful against the inexperienced is good for a MUD that wants new players around and active.
2. Because the summon spell is so low-risk, and because it takes up so little mana, it can be repeated again and again and again.... Besides being annoying, this tactic broke up regular game activities as people fled to no-summon areas.
3. Summoning enemy group members was so much more effective than a pitched battle that it was the preferred tactic. That's not compatible with the ideal of army vs. army PK that Dulrik's apparently encouraging.
Dalamar's proposal looks like it has a good shot for all of the above, PROVIDED it's possible to identify the caster well enough to have him summoned in turn. If invis, form-changes, and just plain not greeting people are going to block this, being able to counter with summon seems a toothless threat. But if identification is possible, even an lowbie can ask a friend to summon a temporarily vulnerable mage - if he can just live long enough to get the message out.
It's not my favorite solution, either. I'm concerned that the summon lag might make it needlessly difficult for mages to summon aggro NPCs. And as mentioned, I'd like to see summon remain a usable PK tactic against a larger group. But it's hard to argue the proposal isn't workable.