Shattered Kingdoms

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 Post subject: Tweak to CRS
PostPosted: Tue Mar 18, 2014 7:37 am 
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Mortal

Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
So I have been doing a lot of thinking about this and how I might tweak it a bit.

NOTE: This is not a new idea or am I claiming it as my own.

First off, take away relics from cabals.

I would like to see a system in place for Tribs that is sort of like CRS but allows you to have capture points throughout the realm.
These landmarks will be control points for how the kingdoms are divided. As a result of these landmarks being captured your trib would
gain land for your kingdom. This would give a much more dynamic feel to the world as we see it. Keeping control of these landmarks would
cost the holding kingdom coin but you also would gain the economic advance as well. To me this would be a viable way to RP defeat and
provide a tangible result of diplomacy. This system would not replace the diplomacy system as we have it but I think that it would help
add to it. You still would have to declare war on a kingdom in start taking over their landmarks.

Besides some issues that I see with this sort of system, (Teron not really having a kingdom and the issues with guards and bring them across the realm.) Would something like this work? Would it be a viable replacement for CRS?

Any thoughts or comments?


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 Post subject: Re: Tweak to CRS
PostPosted: Tue Mar 18, 2014 8:12 am 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
I think I brought this up a while ago. But it was quickly shot down. I'd also like to see how the rest of community feels about this. It would be a code nightmare and we shouldn't expect it in the near future. But it would be a great game changer.

On the topic of Teron, what if harlies could hire mercs from the guild to serve as a guard-like force? It would cost some coin and would be an option that could be disabled if they didn't want to pay for it.

I wanna see this thread take off.


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 Post subject: Re: Tweak to CRS
PostPosted: Tue Mar 18, 2014 8:26 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I don't see CRS going anywhere. Definitely not to tribunals. I see CRS getting improved measurably sometime in the not too distant future. As far as tribunals, there are several ideas to improve how they work, but I don't imagine any system such as this in the next couple of years, if at all.


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 Post subject: Re: Tweak to CRS
PostPosted: Tue Mar 18, 2014 8:41 am 
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Mortal

Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
Define:

Achernar wrote:
improved measurably


Any chance that we can get a hint of what might be in the works? I know that this the hardest part as a player, we get told that no this idea is bad because stuff is in the works. I know that it is not our right to know, but I do think that it would go a long way to the community if ideas where presented, so we have an idea of what the future holds.


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 Post subject: Re: Tweak to CRS
PostPosted: Tue Mar 18, 2014 10:06 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
There were some comments made in a thread last month that got D and I thinking. After I get off work I will bump that thread.


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 Post subject: Re: Tweak to CRS
PostPosted: Tue Mar 18, 2014 2:01 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I don't think Achernar was trying to say the idea was "bad". No value judgement should be implied. If and when tribunals get a system of their own, it won't be as simplistic as just moving the current CRS system to tribunals.


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