Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Jun 25, 2008 2:23 am 
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SK Character: Achernar
I would be fine with letting tribunal NPCs be unable to remove or wear or take anything with the order command. Like storebought pets. I don't like standardization, but I would be ok with the idea that Jardek proposes.


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PostPosted: Wed Jun 25, 2008 2:24 am 
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Can we please not put training wheels on everything?


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PostPosted: Wed Jun 25, 2008 2:24 am 
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So the immstaff supports taking away most tactics given to tribunal players? :o

WOW! Change your advertisement about SK I guess. :o


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PostPosted: Wed Jun 25, 2008 3:28 am 
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Dark-Avenger wrote:
I have asked Jardek also and he couldn't reply to me.

What exactly is this abuse that you all speak about?


The abuse would be having a large number of guards in your city fully equipped, though perhaps abuse is not the best word for it, it was the best one I thought of at the time.

I think the term "tactics" in this topic would apply to a NPC you're actually grouped with or using for defense and offense(like DA mentioned, equipping it a bspear for damage, or shield and sword for tanking, etc), more than just equipping every NPC you possibly can just so you can fortify your defense.


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PostPosted: Wed Jun 25, 2008 3:43 am 
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Well, fortification would be a tactic. I'm not really for or against this change, I'm very indifferent about it, but I think the termonology in this thread is being very blurred.

The way I see it, if it is within the rules of the game it is a tactic, if it is something that is a bug or otherwise unintended, it's abuse.

Equipping your NPCs is always something that has been available to tribunals dating back to a time before there even were tribunals. Back when there was just the midnight council leadership was viewed as a cabal skill, it was still common for the council to equip NPCs in high traffic areas, such as the immunes at the cathedral to beef up their defenses a bit. That's just using an advantage available to you to help you defend your city better.

What DA is doing is the same thing, he equips NPCs in high traffic areas, he obviously doesn't go around handing out armor and equipment to the whole city, just a select group of 6-10 NPCs in frequently visited places to beef up the city defenses a bit. DA has the patience and apparent will to do this each reboot, so more power to him. It's entirely within his right, and the right of every other member of any tribunal out there. To strip it would be stripping a tactic, and highly irrelevant to what the goal of such a proposal was.

As I said before I could care less really, as long as there was a standardization process that went into what NPCs load with what armor and weapons if such a change were put in. In general however I am against cookie cutterness in SK, and this would just be a step further in that direction. As Cannibal said it's an un-needed application of training wheels. I think it would be a large waste of time for a relatively minimal impact and just further limit what tribunal members can do to defend their city.


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PostPosted: Wed Jun 25, 2008 4:04 am 
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I don't know what to think of this.

On one hand, I'm against it as it severely hurts Tribs with small numbers or lacking guards. Ie Talons / Con. Giving them enchanted weapons helps a lot in defense. The North's standard gear is all leather, even on mercs. They have leather, a shield, and typicalyl a 1 handed axe or so.

Now Exile for example, is a fortress. The NPCs there can etherealize themselves, they have plate armor, what is it? Steel? Some even with diamond armor, halberds, they holy word and BoG out the yin yang. A darkie's absolute worst nightmare. If they were given enchanted armor / weapons, then that would just be stupidly overpowered. The CoN NPCs have low HP and can die very quickly, with the exception of a few. Most of them can even be killed in ONE SINGLE SPELL. The most powerful ones in fact. Not mentioning the Trio, they don't count. How many Exile / Talon / other city guards do you know that go down in one blow? Literally. Undead have a glaring weakness that is the BOLT OF HAXING! (lol) Giving the undead guards there some actual resistance to that is a form of tactic. It makes them actually have staying power so they can do damage, there's nothing overpowered about that.

To me, it sounds that most are just angry that they can't waltz in, kill all the guards and rampage on a city, kill everyone they want, and then leave. I've been saying this time and time again. Stop asking for a red headed step child to beat. Seriously, if you nerf the guards then what will the CoN have left? How will they defend their city when a 9 v ? gank groups of lighties come through the city rampaging?

And not only that, it's been said again and again. The CoN isn't the only ones capable of doing this. ANYONE can enchant and outfit their guards. It's a viable tactic and in fact, it actually helps out the newbies. Hell, if I don't knokw where to find gear and need an upgrade, kill a guard! I'm diabolic, i can do that. =P If you're a ligthie? Well hell, go kill a darkie guard. You can do that. If anything it helps distribute loot to players who don't know where to find it. I for one am grateful. (Not that I've killed any guards for loot.) The CON has the entire mud against them 90% of the time with the exception of...2 tribunals. Everyone knows this and with the way the Pbase thinks now, it's really rough.

People PK you into the dirt nonstop and would probably continue to do so even when admitting defeat. Of course it's very rare a darkie would ever admit defeat, ESPECIALLY an aberrant darkie. Stop trying to take away tactics that people use to help keep themselves on par. Seriously. There is nothing wrong with this, as anyone can do it. EVEN LIGHTIES. It's not hard to find armor and things to distribute. Hell, Talons can just give a set of storebought armor to the guards. In short, stop crying cause you're getting owned by NPCs with enchanted weapons. It's a viable tactic and given the situation the CoN is in 90% of the time, I for one have nothing against it. Don't whine about your problems, overcome them. It's a game.
/endrant


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PostPosted: Wed Jun 25, 2008 4:07 am 
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I believe that a large amount of people in this thread are simply carried away by their hatred against DA that much, that they would rather destroy the game just to go against him.


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PostPosted: Wed Jun 25, 2008 5:47 am 
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Sypher wrote:
The way I see it, if it is within the rules of the game it is a tactic, if it is something that is a bug or otherwise unintended, it's abuse.


I have to agree with that and disagree with my previous abuse terminology.


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PostPosted: Wed Jun 25, 2008 10:23 am 
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The way I see it, shouldn't outfitting of the guards fall to the Tribunal itself?
It probably wouldn't be too hard to make a Tribunal Leader command that would change the armor of the guard.
Here's what I mean:
Tribunal has all guards wearing leather armor and wielding rocks.
Tribunal wants to outfit its guards with better arms and armor.
Tribunal has a full treasury.
Tribunal spends its money, and (via and outfit command) outfits its guards with steel/tanso/obsidian/whatever the heck they can afford, with an added upkeep price (because guards wreck their armor and weapons).
It would make tribunal funds more important, and it's a great deal more reasonable for a tribunal to make its own armor than for DA to go around gathering and enchanting.
Maybe add downtime for guards after the command is given, so you don't just go Enemies at the gates! Switch to that extra set of tanso we're carrying around but not wearing so it doesn't break!
Just an idea, if a bit long-winded.


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PostPosted: Wed Jun 25, 2008 2:26 pm 
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Simply solution.

- Remove th ability to order law NPCs to equip/remove
- Apply death rot equipment on the law NPCs
- Curse the equipment so they can not be removed from the NPC while stunned.
- Apply a new system for tribunals allowing them to spend cash to upgrade Law NPC equipment or a fund that will pay for the type of equipment suggested by the leader. Once the fun dries up, law NPCs get the basics in gear.
- Each, YES each item will have a cost and applied to a random law NPC within the city. If you over buy the remainder is queued for a respawned NPC

Basic equipment - Steel Armor, no enchantments, average steel weapon (No reach weapons)

Average equipment - Tanso/Cold iron armor, no enchantments, average tanso/cold iron weapon, Shields added to assigned NPCs

Decent equipment - Tanso/Cold iron armor, some enchantments, decent tanso/cold iron weapon, Shields/Reach weapons to assigned NPCs

Advanced equipment - Diamond armor, moderate enchantments, decent diamond weapons, Shields/Reach weapons to assigned NPCs with an enchantment.

Now to make the system more advanced. Remove all the Unique Law NPCs, maybe leave one Unique powerhouse NPC for each tribunal. Scale all law NPCs across the border in stats/level as the equipment system will scale the armor/weapons as they are purchased upgraded. Set law into a few different types, each type identical to its own type aside from description. (All human in race).
Knights - Heavy Armor / Weapon pending on upgrade (Swords / Pikes)
Archers - Light Armor / Weapon pending on upgrade (Bows/Crossbows)
Healers - Cloth Armor / Maces
Mages - Cloth Armor / Staffs

Placement is up to the KD of each Kingdom for the four types. This will keep things completely balanced in Tribunals, and stop weapon/armor hording pissants like DA from keeping entire enchanted suits on their person to outfit their law pet.


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