Shattered Kingdoms

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 Post subject: Re: Alliances and laws, again.
PostPosted: Sun Sep 15, 2013 10:04 pm 
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By saying "This is stupid," you immediately position yourself as an enemy of whoever thought the current mechanics were good, or at least decent enough, when they were coded. You shoot the argument straight in the foot, and then you put the maimed thing right in your mouth, and then you kick yourself in the butt with your good foot.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 12:15 pm 
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Perhaps another thought, as opposed to 'law immunity' is another tier of tribunal membership that allows for parole.
This way pardoning is still in full command of leaders, and does not actually wipe the crime from the list. A leader
still has digression to pardon or un-parole for the infraction.

My 2 copper.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 2:26 pm 
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Pook wrote:
Perhaps another thought, as opposed to 'law immunity' is another tier of tribunal membership that allows for parole.
This way pardoning is still in full command of leaders, and does not actually wipe the crime from the list. A leader
still has digression to pardon or un-parole for the infraction.

My 2 copper.


I think that this would be way better! just like faiths a three tiered system. Guards - F0 no commands, Deputies - F1 can parole and un-parole, and Leader F3 - All


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 4:03 pm 
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Carsetius wrote:
Pook wrote:
Perhaps another thought, as opposed to 'law immunity' is another tier of tribunal membership that allows for parole.
This way pardoning is still in full command of leaders, and does not actually wipe the crime from the list. A leader
still has digression to pardon or un-parole for the infraction.

My 2 copper.


I think that this would be way better! just like faiths a three tiered system. Guards - F0 no commands, Deputies - F1 can parole and un-parole, and Leader F3 - All


T0 - no commands, (save maybe tb, can not order guards)
T1 - Members as current
T2 - parole (I'd not do unparole. Criminals do that to themselves).
This mechanism allows a trusted member to let someone (temp) while waiting on a leader. Also would save on any disagreements on such things between non-leaders. Doing a new crime deems criminal off parole, yes?
T3 - Leaders as current


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 4:24 pm 
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In theory, one could use tranishment as a "probie" system, but the enforce fast-track inductment policy flies in the face of that kind of a notion.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 4:50 pm 
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The "eat your cake and have it too" mentality assumes that people are seeking law immunity so they can go vigilante on people, enjoying the "benefit" of law immunity without the RP and mechanical contract that requires one to be a defender of a nation. The problem is that those people who are asking for this sort of implementation are people who want to help defend the nation and enjoy the group mechanic that is so attractive to this particular mud, but are unable to do so. Instead, their only recourse is to either flee, or face the consequences of protecting their allies.

With the changes to membership in recent past, I'd think that the time is about right to re-evaluate this position, and provide a very narrow implementation designed to prevent abuse.
If a player is
a) committing a crime against an outlaw while
b) in the group of a tribunal member and
c) in the current room with said tribunal member,
then NPCs should not report or remember said crimes.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 5:08 pm 
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Prevent abuse?

1. Remove the law system entirely.
2. Punish abusive behaviors aggressively.


Done.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 5:13 pm 
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Automated systems with well-codified rules are always better than relying on human intervention.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 5:16 pm 
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Nightwing wrote:
Automated systems with well-codified rules are always better than relying on human intervention.


Can humans build an automated system more just than themselves?

History shows again and again how nature points out the folly of man.


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 Post subject: Re: Alliances and laws, again.
PostPosted: Mon Sep 16, 2013 7:03 pm 
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grep wrote:
By saying "This is stupid," you immediately position yourself as an enemy of whoever thought the current mechanics were good, or at least decent enough, when they were coded. You shoot the argument straight in the foot, and then you put the maimed thing right in your mouth, and then you kick yourself in the butt with your good foot.


Whether or not my method is the most effective way of convincing Dulrik he is wrong, the fact remains that he is wrong on this, and the current mechanics are completely stupid. They are so utterly stupid that it is physically painful to form any kind of argument that pretends that they are anything other than horrifically stupid.


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