Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Reducing jail Time
PostPosted: Fri Oct 12, 2012 2:45 pm 
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I think I have discovered a way to help everyone who racks up crimes to avoid them, even do away with bounty NPCs.

When you have been banished, or have a certain number of crimes, when you enter a city and are spotted, the call goes out. Shortly after this, the entire city's guards come rushing to route the attackers. If enough crimes are listed, the ENTIRE city rushes the outlaw for payback.

This makes it seem a little more like AI is mimmicing human action, I means seriously when someone storms a city, we gang up and go after them.

No need for bounty NPCs and gives it a more city like appeal.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:09 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Too much room for abuse. Realism, to an extent, would be accomplished by this, but it would also create some improbable scenarios.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:32 pm 
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Location: Los Angeles, CA
How could this be abused? If someone racks up enough crimes to warrant a bum rushing well then that's on them. This would promote people actually serving their jail time if they do break a law, which I like. As characters like Surrit and Alaric have shown us over and over again bounty NPCs mean nothing and all they really are is just the equivalent of tribunal sirens.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:33 pm 
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Couple cabal spells but there can be some AI for that.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:34 pm 
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That's not abuse it's a benefit to that cabal.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:35 pm 
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Terrus wrote:
How could this be abused? If someone racks up enough crimes to warrant a bum rushing well then that's on them. This would promote people actually serving their jail time if they do break a law, which I like. As characters like Surrit and Alaric have shown us over and over again bounty NPCs mean nothing and all they really are is just the equivalent of tribunal sirens.



spidermonkey wrote:
Couple cabal spells but there can be some AI for that.


To the second quoted point, wrong.

To the first quoted point: Majorly wanted dude goes to the west gate and attacks, then zaps, say, etherealform wand so that all of the law NPCs in the area are completely ineffectual. Other (grouped) force goes to east gate and has a free and clear walk to primary, secondary, and tertiary targets.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:39 pm 
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Well no not exactly, there would be a need to rewrite some of the AI and make sure there were an acceptqable spread of NPCs.

I can see what you are saying, but you could rewrite for cheator moves.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:40 pm 
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In response to OA: I personally don't find anybody himg wrong with that, it'd be a viable tactic and would take a certain amount of teammwork, which I think should be required in raiding a city. It sure beats a super buffed barbarian or necro running around raping everything solo.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:42 pm 
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Location: Los Angeles, CA
If anything I just wish war parties were more active. When a major criminal comes into the lands the war party should engage.


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 Post subject: Re: Reducing jail Time
PostPosted: Fri Oct 12, 2012 3:43 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Terrus wrote:
In response to OA: I personally don't find anybody himg wrong with that, it'd be a viable tactic and would take a certain amount of teammwork, which I think should be required in raiding a city. It sure beats a super buffed barbarian or necro running around raping everything solo.


I think you're missing the point that what you want ended doesn't get ended, it just leaves everyone else open to killing all the PCs around.


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