Edoras wrote:
No, it doesn't, because bounty NPCs, wandering guard NPCs, and easy access to new guard NPCs if yours get killed is by far worth the fact that the other team might have 1 or 2 more guards.
Okay, it would seem we're looking at the logical part of this conversation from different points of view. I'm speaking from a real point of view, not a 'it makes sense because of how the game is' point of view. I understand that a lot of people are going to agree with the game play PoV, however, I would like to think for an RP type MUD, there is some real life logic involved. Perhaps my way of looking at it isn't tainted by 'how it use to be' so I don't compare it to something from the past. I'm looking at it how it is now. The bounty NPCs and wandering guards are a joke, as far as actually posing a threat. I don't think I recall ever having to deal with one outside of a town, though I'm not saying it's not possible. As for guards being easier to come by... why would it make sense for them to be difficult to find i your own kingdom? It shouldn't be, perhaps that is why it was changed... because it makes sense.
Edoras wrote:
Even then, it's slightly unreliable/dangerous to put together a group in enemy territory consisting of guards from different countries, because that means you both have to bring your guards into the enemy territory and then disband one of the groups while inviting the other guard NPCs in correctly.
Why wouldn't you put the group together in your ally's territory? I mean.. that IS what this thread is about. The ability to bring guard members to your ally's land and help protect it. Being able to do that would also allow you to form your group in either place and attack your enemy together as well. The real issue is not being able to bring your guards to your ally's land. As it now stands, we can form a couple groups and bring our own guards and just attack the same group/person just fine.