Shattered Kingdoms

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 Post subject: Cabal/Tribunal New Leader Code
PostPosted: Mon Dec 31, 2007 1:21 pm 
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Joined: Sat Oct 01, 2005 11:32 pm
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Well I've been thinking about this for some time. And I find it rather silly the way Oathbreaker flags work for the most part. I understand that they have purpose. But I thought up a solution for the most part to the great RPs that force someone to leave and then want to come back.

Its an Uninduct code. It just removes the person from the Cabal/Trib with no flag at all. That way if someone suddenly decided that leaving this cabal to aid their homeland in years of need it could be done, and when the nation is back on it's feet they can return to their secret life as xxx.

This way if someone really doesn't break an oath by diverting from whatever code the cabal or tribunal has then you don't get the nasty flag that keeps you from going back to a former life or continuing on to something more suited for your aged character.


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PostPosted: Mon Dec 31, 2007 1:25 pm 
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That would be great--honorable discharge and dishonorable discharge! Good thinking.


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PostPosted: Mon Dec 31, 2007 1:27 pm 
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I personally don't see the usefulness of an oathbreaker flag. I also think (as I once argued in the past) that dual-caballing/tribunaling should be allowed. There shouldn't be code restrictions on roleplay.


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PostPosted: Mon Dec 31, 2007 1:38 pm 
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Keep in mind, the current code allows you to switch between a cabal and the related tribunal as much as you want. I am not opposed to dual-membership in a cabal and faction, but the technical changes are not small, especially with all of the various proposals that were made to keep it balanced.


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PostPosted: Mon Dec 31, 2007 1:41 pm 
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Gilgon wrote:
I personally don't see the usefulness of an oathbreaker flag. I also think (as I once argued in the past) that dual-caballing/tribunaling should be allowed. There shouldn't be code restrictions on roleplay.

The point of the flag is to allow for a measure of trust with your faction members. Prior to the flag, people would join with newbie characters to spy and then would soon after stab their faction in the back. That's okay RP once in a great while, but it happened continuously. Faction leaders were never able to trust the people they inducted, so they would only induct people they knew on an OOC basis. It made it hard for anyone to get inducted on the basis of RP and cabals were always dying out from lack of members. Of course there's always going to be people who had love for the old days of crazy "elite" cliques, but overall it was bad for the game.


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PostPosted: Mon Dec 31, 2007 1:43 pm 
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So put it an extra "honorable discharge" option. If you're uninducted, you've got an oathbreaker flag pinned on your [REDACTED]. If you're discharged, you're free to do whatever you like.


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PostPosted: Mon Dec 31, 2007 1:43 pm 
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Dulrik wrote:
Gilgon wrote:
I personally don't see the usefulness of an oathbreaker flag. I also think (as I once argued in the past) that dual-caballing/tribunaling should be allowed. There shouldn't be code restrictions on roleplay.

The point of the flag is to allow for a measure of trust with your faction members. Prior to the flag, people would join with newbie characters to spy and then would soon after stab their faction in the back. That's okay RP once in a great while, but it happened continuously. Faction leaders were never able to trust the people they inducted, so they would only induct people they knew on an OOC basis. It made it hard for anyone to get inducted on the basis of RP and cabals were always dying out from lack of members. Of course there's always going to be people who had love for the old days of crazy "elite" cliques, but overall it was bad for the game.


Prior to the flag, faction leaders would have to wait two weeks to induct people so they knew about their background, who they truly were, and their real motivation in trying to join. There is nothing wrong with that.

I LOVED back in the day when it took ages to join a cabal/tribunal instead of two rp sessions. Maybe I am the only one. Cabals and Tribunals should take far, far more roleplay to enter and leave - and code isn't the fix to this one, it's moronic faction leaders.


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PostPosted: Mon Dec 31, 2007 1:45 pm 
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You are still allowed to take up to two weeks to make your decision. There is a lot of room for roleplay in those two weeks. It's two game years.

There's NEVER been a rule that said you HAD to wait two years to induct someone. That sounds like the previous rule above being misinterpreted.


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PostPosted: Mon Dec 31, 2007 1:48 pm 
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Dulrik wrote:
You are still allowed to take up to two weeks to make your decision. There is a lot of room for roleplay in those two weeks. It's two game years.

There's NEVER been a rule that said you HAD to wait two years to induct someone. That sounds like the previous rule above being misinterpreted.


You're right. Still, I think that pressure should be put on faction leaders that they should wait far longer before making inductions. It would put an end, hopefully, to this ridiculous coded oathbreaker flag.


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PostPosted: Mon Dec 31, 2007 2:15 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
Dulrik wrote:
Keep in mind, the current code allows you to switch between a cabal and the related tribunal as much as you want.

Except that the skills associated with the tribunal/cabal are for some reason set to zero when they decide to go from one to the other. That makes it a huge pain. They already spent time and money learning those things. Why make them relearn it?


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