Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Jul 05, 2009 11:29 am 
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Achernar wrote:
I could recommend an appropriate cost for this. Say every law NPC that respawns costs gold. If your guard dies in Uxmal it costs you gold when it respawns. If your guard is killed at all, the respawn costs gold. This would make waging war on a tribunal very costly for them, but would also make them quite a bit more powerful. I have a solution that might work, but it would be up to Dulrik.


Isn't it already like that?

Could somone post or pm me a quick summary of how Tribunal coffers work? (I know they can put some into the economy, but what else?)


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PostPosted: Sun Jul 05, 2009 11:29 am 
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Nearly every other cabal has a kingdom they're closely related to with a tribunal that is usually helpful towards them. And of course someone could argue that point, and if any cabal doesn't at any time, than that cabal is doing a poor job of diplomacy.


That made me laugh Rynusi and I am sure you know why.


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PostPosted: Sun Jul 05, 2009 12:30 pm 
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SK Character: Achernar
You are charged for bounty NPCs, but not law NPCs. Bounty NPCs are the ones that spawn versus criminals and banished in any room of the kingdom, with greater chance in Inns and less outside cities. Law NPCs are any that are controllable and right now have no cost to maintain.


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PostPosted: Sun Jul 05, 2009 8:41 pm 
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To answer the question from my girl Aeolla:

It was decided when Bree/Jake/Ruud declaring war on the MC so that he could bring his guardian NPCs there (despite an obvious IC alliance) that the tactic was 'cheating' and would be punishable. I made a post about it in leader forums which probably still exists. This took place in early/mid 2009, I believe.

As of now, a tribunal member can bring a NPC only into nations they are at war with and cabal headquarters they are at war with the cabal of.

I have LONG since recommended (since the creation of tribunals, actually, if you want to go back and look at those old posts :P) that tribunals be allowed to bring their guards anywhere in the mud. Remove bounty hunting NPCs and let tribunals move their guard NPCs around anywhere they want.

You can only order tribunal NPCs based upon a combination of your charisma/level, and therefore the "restricted" system already exists.

So, a few points:

1) Let tribunals bring their guard NPCs anywhere.
2) Remove bounty hunters.
3) Let the strongest cabal by far in the mud (Harlequin) deal with it.
4) Leave the MC as they are, this will already be a substantial buff to them.


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PostPosted: Mon Jul 06, 2009 12:33 am 
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That looks pretty ideal! Removing or severely nerfing bounty NPCs is a really good idea, in my little opinion


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PostPosted: Mon Jul 06, 2009 12:50 am 
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SK Character: Theodoric
/concur


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PostPosted: Mon Jul 06, 2009 2:46 am 
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I've never faced a bounty NPC, but I'm told they either cream people or are pushovers.

I'd like to see bounty NPCs attack a character based on the length of their wanted list. That way the apprentice who made a name for himself has a chance to, you know, put up as much (and as hard!) a fight as the GM who decided she'd go on a rampage one night.

In D&D, its called Encounter Level. If you're level 10, with a decent crime list, a level 15 bounty NPC comes after you. If you're level 45 with a decent crime list, its a level 50 NPC. To give a quick example.

People who want to roleplay outlaws, as much as my current character might disagree, should be allowed at least a half-decent experience. The Law should be able to enjoy things other than hunting down the outlaws, too. Taking away the bounty NPCs as they are would only help half the equation. A tweak might help both.

Also, trib NPCs everywhere... might just turn into another step in Pet Wars. I like the idea of political pretenses of war or alliance. Kinda makes roleplay and tactics, I dunno.... collide. :P


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PostPosted: Mon Jul 06, 2009 3:13 am 
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Many years ago, bounty NPCs used to be one level above the level of the outlaw they had spawned for. This was changed because it was so clearly abusable, and it doesn't really make any sense IC.


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PostPosted: Mon Jul 06, 2009 3:31 am 
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The latter is a debate not suited for the thread, and the former... how would you see bounty NPCs made better other than taking them away? You have more experience than I do.

I just know that its nice to have some backup from the code when there are no tribunal members online and someone's tearing up the town. Since character jumping is a no-no. :(


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PostPosted: Mon Jul 06, 2009 5:39 am 
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SK Character: Briner, Senach, Myson, others.
I generally agree with Gilgon (omg I can't believe I said that), but I'm hesitant about removing bounty NPCs. Granted, any elite player runs through them like a hot knife through butter, but the average player finds them a serious threat; they're a tribunal's first line of defense.

I truly don't understand why I couldn't bring my trib NPCs to Ayamao to defend it (if anyone were ever around QQ) when it's under attack. It really makes it so there is no benefit to an alliance over a truce, unless I've missed something.

As for the MC, yeah, they can tough it up and deal. Rynusi, you should know that MC has no need of it's law NPCs to defend Losache, and if they do, they're doing a pretty poor job of defending. Same for Harlies. If they don't want to deal with fighting a trib, well, they have ways of being unseen, don't they? Plus, if a trib can take law NPCs to enemy HQs, how do they get to the Manor if they can't go through uxmal?


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