Shattered Kingdoms

Where Roleplay and Tactics Collide
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Does this make sense?
Yes 23%  23%  [ 5 ]
No 77%  77%  [ 17 ]
Total votes : 22
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 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 10:03 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If you want players to fight each other, then I'd imagine you'd just want to eliminate groupable law NPCs and bounty NPCs completely.


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 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 12:24 pm 
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Location: ima steal your underwears D:<
Edoras wrote:
If you want players to fight each other, then I'd imagine you'd just want to eliminate groupable law NPCs and bounty NPCs completely.

Your lips are moving, but all I hear is "Bla bla bla I still haven't rolled a darkie"


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 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 1:14 pm 
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Joined: Fri May 10, 2013 5:50 pm
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Location: The Dreamscape.
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Le Petit Prince wrote:
Edoras wrote:
If you want players to fight each other, then I'd imagine you'd just want to eliminate groupable law NPCs and bounty NPCs completely.

Your lips are moving, but all I hear is "Bla bla bla I still haven't rolled a darkie"


I too hear this.


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 Post subject: Re: Allies, war and guards.
PostPosted: Mon Jul 08, 2013 3:11 pm 
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Joined: Sun May 29, 2011 12:28 pm
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Or have I?


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:34 am 
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Deathadder wrote:
Its not your guards duty to protect your allies cities and intrests. Only their own.


So why have tribunal alliances at all? I must just ask. Seems a bit silly, given the 'guards stay at home attitude.' Then a PC guard should stay at home to defend the kingdom the same as an NPC guard. There shouldn't be a separation. [Honestly, I think this is backbumwards myself and see reason for consideration for a change.]


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 6:49 am 
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Why have tribunal alliances? It is called roleplay.


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 7:05 am 
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It is kinda amusing though, because I think that tribunal alliances actually cost slightly more money to "maintain" from the tribunal coffers than truces. Maybe there's another hidden benefit that I don't know about, but one can basically surmise from this that players are only penalized for being in alliances with tribunals.


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 11:38 am 
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Obviously then, there aren't supposed to be alliances. We're supposed to be PKing each other into deletion. Get with the program for Sargas's sake!


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:34 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
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SK Character: The Shining One
"Hey, Seldarith, I'm thinking about traveling to Kol's Moot."

"Seriously, Regent? I ought to go along! You know, just in case something should happen to you in the snowy white North."

"Afterward, I'm going to get some jasmine tea in Nerina."

"Well, Regent, that's when I'll be coming home. There are guards there to protect you, and I ought to tend to our citizens."

"Alright, Seldarith. That makes sense."




I think a more sensible system than taking guards from your kingdom everywhere with you might be one that allows temporary recruitment in an allied land of the troops there when there is an active attack. Probably a fair nightmare to code, but wouldn't Balacha recognize you as an ally just as easily as an Immune could see that you were an enemy? Just my musings on the subject.

It is kind of weird that alliances cost more than truces, though.


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 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:38 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Yeah, bring Seldarith, right. Never know when you might need a mage to randomly cast fly on himself.

:P


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