Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Nerina
PostPosted: Tue Jan 13, 2009 12:33 pm 
Stop having them lock the gates, recall puts you inside the city, there is no way out when some jerk gets both gates locked.


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PostPosted: Tue Jan 13, 2009 1:30 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
:-( maybe if they didnt lock the gates making it difficult to terrorize Nerina there wouldnt be that problem and people wont get called jerks for having fun.

sorry.. my fault.

then again.. perhaps you should recognize every possible consequence of being in Nerina and allow that conscious thought to influence where you sit around. How will you escape if X, Y, or X happens right now?


Last edited by archaicsmurf on Tue Jan 13, 2009 1:39 pm, edited 1 time in total.

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PostPosted: Tue Jan 13, 2009 1:39 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Having a rogue ftw :D


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PostPosted: Tue Jan 13, 2009 1:42 pm 
It's stupid there are really only two ways in and out for newbs, and now that outlaws know it will be a problem there are a handful of dipsticks that will do it just to be an [REDACTED].


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PostPosted: Tue Jan 13, 2009 3:16 pm 
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Joined: Fri Aug 08, 2008 1:25 pm
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Location: Beyond the Rim
Is this problem in Nerina only or realmwide as far as all non-magical exit routes closing off when outlaws strike a city?

Granted, all areas do not have consistent means to enter.


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PostPosted: Tue Jan 13, 2009 3:18 pm 
Problem is the actual PC citizens of Nerina with no magical transport are locked inside. When you recall now you go to the inn instead of the stones.

Someone said it was for out protection and it struck me as odd that you would lokc the only exits while they can still enter from above and kill you, perfect killing box if you ask me.


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PostPosted: Tue Jan 13, 2009 3:42 pm 
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Redman wrote:
Problem is the actual PC citizens of Nerina with no magical transport are locked inside. When you recall now you go to the inn instead of the stones.


Truth be told, it was kinda silly before too, as the citizens were locked out of their homes. Now they held in, just like the criminals. Hrmph.

The questions remain:
Are all non-flight means in/out of the city blocked in all cities when an attack happens, or is this a local problem to Nerina?
Are there other methods elsewhere which would make sense to apply to Nerina?
Perhaps a method could be developed that a guard could escort a non-criminal citizen through the city gates. Makes sense for the RP/playability of the game.


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PostPosted: Tue Jan 13, 2009 6:28 pm 
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Joined: Tue Mar 18, 2008 3:22 pm
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SK Character: Ain
Quote:
Are all non-flight means in/out of the city blocked in all cities when an attack happens, or is this a local problem to Nerina?
Are there other methods elsewhere which would make sense to apply to Nerina?


No, all non-flight means in/out of the city are blocked during an attack. No, it is not local to Nerina. I would say no to the last question, but I'd be splitting hairs.


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PostPosted: Tue Jan 13, 2009 6:42 pm 
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Joined: Wed Jun 18, 2008 8:26 pm
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Location: Michigan
Redman wrote:
Someone said it was for out protection and it struck me as odd that you would lokc the only exits while they can still enter from above and kill you, perfect killing box if you ask me.


There's a proper response to that, IMO. Add a special flag to every "fly" room that happens to be above a city. Any banished person flying through that airspace immediately becomes a target for every archer on the walls.

Doesn't need to be auto-kill. Just brutal.


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PostPosted: Tue Jan 13, 2009 8:20 pm 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
That's lame. You would need to balance the cities that dont have a flying space.

North/Ayamao


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