Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 12:48 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 15 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Insider Trading
PostPosted: Sun Oct 13, 2013 8:42 am 
Offline
Mortal

Joined: Sat Dec 01, 2012 11:37 am
Posts: 89
Le Petit Prince wrote:
I don't think we should remove gate targets inside cities altogether, but I do think cities should be designed to have at least one room of guards (not necessarily powerful guards, at that) between the nearest gate target and the inn to slow down attackers and alert anyone inside the inn that they are in danger.


Agreed. Tribunals could do some RP and get guards posted in the room directly outside their inn to help slow down attackers. Simple fix. Inn sentinels or something.


Top
 Profile  
Reply with quote  
 Post subject: Re: Insider Trading
PostPosted: Mon Oct 14, 2013 10:55 am 
Offline
Mortal

Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
As far as tribunal membership goes... can't you order guards to move directions, effectively placing them where you like? (ie: o all south) I think perhaps it would be better to add a few extra commands to guards in general, to keep them from wandering around after you move them, but something more elaborate would be interesting. Such as a way to order certain guards to patrol a specific area within your kingdom, set a guard post wherever you like and anything else you could think of that would fit the bill. I just stumbled upon this idea so keep in mind that this is just a very rough idea, but one I think would be worth tweaking and making into something very useful. I think something like this would also give a tribunal membership a nice boost after the huge downgrade from no tribunal magic. On a side note, guards should cast spells/use skills in relation to their mood (agressive/defensive etc etc). Aggressive would allow them to be more offensively active in combat situations while defensive could allow them to use more healing and protective spells to aid in combat, but allows the player the option to somewhat pick a path for their guards to help.

If this seems like a thread hijack to anyone, I'll gladly make a new post for this.. the idea is certainly growing on me now.


Top
 Profile  
Reply with quote  
 Post subject: Re: Insider Trading
PostPosted: Mon Oct 14, 2013 12:53 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
It was made very difficult to make tribunal guards stay in one place a long time ago. I used to use the order command to group up guards in formations, but that has also been removed from the game.


Top
 Profile  
Reply with quote  
 Post subject: Re: Insider Trading
PostPosted: Mon Nov 04, 2013 9:54 am 
Offline
Mortal

Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Sith'a'niel is OP. Only city with one gate, only city with a gate that stays closed and locked, buff guards.


Top
 Profile  
Reply with quote  
 Post subject: Re: Insider Trading
PostPosted: Mon Nov 04, 2013 2:36 pm 
Offline
Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Anjin wrote:
Sith'a'niel is OP. Only city with one gate, only city with a gate that stays closed and locked, buff guards.


Yet there's still a gate target a couple rooms from the inn.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 15 posts ]  Go to page Previous  1, 2

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 48 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