Shattered Kingdoms

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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 5:57 pm 
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If they united tribunals/Cabals like that, then I would hope we get new tribunals. Making the deep-elf city its own tribunal etc...


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 6:00 pm 
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the only problem I see with taking over outposts, is that there would be massive changes in territory a few times a week when one side is logged out and the rest have 4-5 people. Or if it became to difficult to take over then you would have a stagnant war.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 6:14 pm 
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I thought about this. You need an outpost/resource system, you have to capture not only the outpost but have to capture the needed resource sites. Make core cities and resources sites untakable by sheer force of numbers, but make it so the more you capture the higher the resources you require and the available resources should not be able to cover having everything captured for long periods of times. Resource sites can fuel cabal headquarters as well as the territory that they belong to. So Hammer HQ could be sitting on empire territory as long as site and resources allow.

It is easier to follow when I am coherent.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 6:30 pm 
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meztiso wrote:
If they united tribunals/Cabals like that, then I would hope we get new tribunals. Making the deep-elf city its own tribunal etc...


Right. Because we have the playerbase to support more factions? Peacekeepers, Talon, and Crucible are suffering in numbers currently insofar as I can tell.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 7:17 pm 
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If we consolidate 4 cabals, with 4 tribunals, we are taking 8 factions and making 4. I am sure we would be able to handle 1-2 new cabal/faction hybrid. we still would be removing a net of 2-3 factions.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 7:29 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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skivg2011 wrote:
Dulrik wrote:
I'm not actually looking to ever add more races. If I were to add a race, it would have to be one that already has an ecological niche in the world and would not be actively shunned from most capitol cities for being uncivilized. Call me racist, but orcs don't meet the second criteria.

What race might meet this criteria? Off the top of my head? Merfolk. I suppose if you really wanted to do them as a race, one power of merfolk could be a partial polymorph to have scaled legs when on land.



Imho, the amount of races/classes we have is good. What we need, however, is an overhaul of our cabal/tribunals/kingdoms. Update skill/spell sets, take a look at CRS meaning more, a real economic system, and merge/delete/create new ones (cabals, and kingdoms), and have some sort of areas change kingdom owner hands.

That would add far more to the dynamics of SK than a new race or class.

I don't disagree. But this thread was about races so let's keep it to the topic at hand.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 7:31 pm 
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ObjectivistActivist wrote:
Achernar had a phenomenal idea for tribunal conflict resolution, that involved outposts and capturing actual territory and the like a couple of years ago. It was a truly inspired idea. I'm sure there's a thread about it somewhere but I'm not in a position to go searching for it just now. I'd much rather see that implemented than any new races.

I think Achernar was the most recent imm to post a version of the idea that I've had all along. I've talked about such a system in several posts over the years. But this thread was about races, so I won't go into it further.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 7:40 pm 
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Dulrik wrote:
ObjectivistActivist wrote:
Achernar had a phenomenal idea for tribunal conflict resolution, that involved outposts and capturing actual territory and the like a couple of years ago. It was a truly inspired idea. I'm sure there's a thread about it somewhere but I'm not in a position to go searching for it just now. I'd much rather see that implemented than any new races.

I think Achernar was the most recent imm to post a version of the idea that I've had all along. I've talked about such a system in several posts over the years. But this thread was about races, so I won't go into it further.


Maybe create a new thread for player feedback and (god willing) if you have enough time continue to implement things bit by bit?

Not saying you haven't done a great job lately, but victim of own success etc.


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 Post subject: Re: Orcs
PostPosted: Tue Jan 10, 2012 10:34 pm 
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SK Character: Amorette
Merfolk sounds like a super cute race!!! :drunk:


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 Post subject: Re: Orcs
PostPosted: Wed Jan 11, 2012 1:58 pm 
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Merfolk would be a welcome (if inferior and less mantastic) choice instead of orcs. Would they be medium size or large? It would be neat to have a large size race that has a higher dexterity than the current roster.

Water breathing? What other neat things would you add to them to make them less cookie cutter and expected features like weak to fire.

Man, they should all have affinity to spears like dwarves do with axes so they can all have tridents.

Just saying.


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