Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Nov 23, 2024 8:45 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next

Does this make sense?
Yes 23%  23%  [ 5 ]
No 77%  77%  [ 17 ]
Total votes : 22
Author Message
 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 10:03 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 12:24 pm 
Offline
Mortal

Joined: Thu Oct 22, 2009 10:32 am
Posts: 1097
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"


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Fri Jun 28, 2013 1:14 pm 
Offline
Mortal

Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Mon Jul 08, 2013 3:11 pm 
Offline
Mortal

Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Or have I?


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:34 am 
Offline
Mortal

Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
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.]


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 6:49 am 
Offline
Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Why have tribunal alliances? It is called roleplay.


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 7:05 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 11:38 am 
Offline
Mortal

Joined: Sun May 05, 2013 3:59 pm
Posts: 79
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!


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:34 pm 
Offline
Immortal

Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
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.


Top
 Profile  
Reply with quote  
 Post subject: Re: Allies, war and guards.
PostPosted: Thu Jul 25, 2013 2:38 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
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


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 34 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 31 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group