Shattered Kingdoms

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Should we limit the spawning of bounty NPCs?
Limit it to 1 per room, ever. 25%  25%  [ 9 ]
Leave it alone. 25%  25%  [ 9 ]
Remove them completely and buff all the 'regular' guards, to make up for it. 50%  50%  [ 18 ]
Total votes : 36
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 Post subject: Dulrik, please.
PostPosted: Mon Sep 26, 2011 1:18 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Limit bounty NPCs to spawning 1 at a time. Even if 5 wanted people walk into a room.

Make all the KDs rework the actual guards in the cities to make up for this.

All bounty NPCs do is FORCE you to take a massively superior force to fight 1-2 PCs, because you have to deal with 4+ spawning NPCs EVERY TIME YOU MOVE, on top of the guard NPCs in the city.

Very few (or I'll say very rarely) do people attack cities (while wanted) with 2 or less PCs.

Less bounty NPCs, or completely remove them. Have KDs buff ALL the guards in cities to make up for this. Make some sort of 'scouting' thing instead, that says on CB where people are occasionally when it would have spawned bounty NPCs. Or just script ALL regular guard NPCs to talk on CB when they get into a fight.

All the 'regular' guards in cities are completely useless at the moment and tend to offer even less of a pause than the current bounty NPCs. Except for the parts in Exile, the Moot, Sith, and Nerina where there are like 6+ of them permanently clustered together.

Come up with some other way for Trib money to be spent.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Sep 26, 2011 2:51 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I agree with this post. It would be better if the current guards were allowed to be killed, and then cost money to replace at the respawn time (the new guards need paid!), than for artificial true seeing NPCs spawn in rooms to impede progress. Also the, "halt lawbreaker." spam should be modified to include, "it looks like a good day to use excessive force." I mean come on, when they see you get killed, they already say, "it looks like justice to me."

And the normal guards should be scripted so that they declare the presence of invaders. Right now they do not except in the rare cases such as the judges, and a few NPCs in Krychire from what I have seen. There should be fortified positions with guard NPCs like in Nerina and the North. I think they do have the right idea.

I just think it really silly as bounty hunter is the absolute worst job in SK. Sure you get true seeing, but your chances of dying approach 100%.

KDs are lazy and need things to do anyway.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Sep 26, 2011 3:25 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
I like the third choice to remove them.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Sep 26, 2011 4:18 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I highly doubt you will manage to get this changed. For what it's worth, I think it's a good idea. I voted to limit it to one per room. This would keep bounty NPCs useful in that they would tell a tribunal where its enemy is as the enemy moves through the city. They would also hault the enemy advancement a small amount. I would also buff normal guards considerably to make up for this change.

This is why I roll harlie.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Sep 26, 2011 4:26 pm 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
For some reason I find it really funny that you called it hault.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Sep 26, 2011 4:32 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
See, nobody but a harlie would misspell that word.


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 Post subject: Re: Dulrik, please.
PostPosted: Mon Oct 03, 2011 9:16 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
Thread cleaned.


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