Shattered Kingdoms

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 Post subject: Re: Tribunal Guards
PostPosted: Thu Sep 25, 2014 6:11 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
Oh, did intimidate get hit with the combat changes?

Probably just as good. Spell was wicked buggy before. In that case wipe hellions off the list (considering that charms/dominates got their utility lowered again)


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 Post subject: Re: Tribunal Guards
PostPosted: Sat Sep 27, 2014 6:25 am 
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Joined: Tue Sep 14, 2004 1:02 am
Posts: 1585
Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
Aright. My 2 cents.

Leadership [skill] as name suggests should be charisma affected if we look at various RPG systems. IRL It's the ability Joan of Arch for example displayed. Having little to no military rank, affecting soldiers in the field. Or William Wallas. A clansman, not even leader of his clan becoming a leader of a revolution.

On the other hand, Tribunal [aka Military structure] should be level based.
Guard will have to obey the commands of his Tribunal Leaders and members. For members lets say level represents rank as an easy way to do it.
High level guard, Lieutenant, Captain should be more difficult to order. A leader should definitely obey the commands of a trib leader. Look at the oaths the Tribunals have when entering, which are Military oriented.

Solution? Rename Leadership skill for Tribunals to Rank or something of the sort. Like mentioned before, charisma already affects a variety of other factors. I cant see why i could not order a guard to come with me when X enemy is slaughtering the guards and people of my city, simply because i am a [priest] and i have prioritized in Wis Int Art Mana for example. I won't hide this played some role in the fact that my current char not entering a Tribunal so far.

Again, this sounds like a touch change, I'm not holding my breath. ;)


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 Post subject: Re: Tribunal Guards
PostPosted: Sat Sep 27, 2014 1:11 pm 
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I agree. I believe that if someone is the leader they should be able to control all NPCs, and perhaps have a special NPC that only they can control. We could streamline this down to have the second be able to control everything except for that special leader NPC. Then everyone else just depends on their independent level.


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 Post subject: Re: Tribunal Guards
PostPosted: Sat Sep 27, 2014 2:18 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
If leadership flag == true
Cha requirement for guards is lowered by 1
Leadership skill = mastered (no matter what it was previously)

If they lose leadership, the leadership skill drops back to what it was. (If it's even possible to keep track of what it was and/or if we can still improve on it while it's mastered)
...that doesn't make sense.
Visible leadership W/ flag, leadership = mastered
BehindScenes leadership w/ flag, leadership = very good (still improve the skill behind the scenes)


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 Post subject: Re: Tribunal Guards
PostPosted: Sat Sep 27, 2014 2:29 pm 
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teh1337n00b wrote:
Aright. My 2 cents.

Leadership [skill] as name suggests should be charisma affected if we look at various RPG systems. IRL It's the ability Joan of Arch for example displayed. Having little to no military rank, affecting soldiers in the field. Or William Wallas. A clansman, not even leader of his clan becoming a leader of a revolution.



The facts that Joan of Arc was burned at the stake by her own people and that The Wallace was hanged, drawn, and quartered after being captured by his enemies both suggest that leadership in SK should be less like tenure than it presently is. Is this an accurate inference?


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 Post subject: Re: Tribunal Guards
PostPosted: Mon Sep 29, 2014 2:01 am 
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Location: Over the hills and far away.
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grep wrote:
teh1337n00b wrote:
The facts that Joan of Arc was burned at the stake by her own people and that The Wallace was hanged, drawn, and quartered after being captured by his enemies both suggest that leadership in SK should be less like tenure than it presently is. Is this an accurate inference?


Not exactly the point i was trying to make :o


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 Post subject: Re: Tribunal Guards
PostPosted: Mon Sep 29, 2014 7:51 am 
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grep wrote:
teh1337n00b wrote:
Aright. My 2 cents.

Leadership [skill] as name suggests should be charisma affected if we look at various RPG systems. IRL It's the ability Joan of Arch for example displayed. Having little to no military rank, affecting soldiers in the field. Or William Wallas. A clansman, not even leader of his clan becoming a leader of a revolution.



The facts that Joan of Arc was burned at the stake by her own people and that The Wallace was hanged, drawn, and quartered after being captured by his enemies both suggest that leadership in SK should be less like tenure than it presently is. Is this an accurate inference?


The problem is that some people simply don't know when to step down, and want to hang on to leadership flags for dear life, even if they are terrible leaders.


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 Post subject: Re: Tribunal Guards
PostPosted: Mon Sep 29, 2014 8:09 am 
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I hope that the recent Eralenax Debacle means staff will be taking more of an interest in Leader positions and ensuring characters are fit for them, doing their job, and not just desperately clinging to them.


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 Post subject: Re: Tribunal Guards
PostPosted: Mon Sep 29, 2014 8:23 am 
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As long as loyalty tokens are attached to leadership flags, players that are unqualified, unfit or that might otherwise willingly step aside for a more active leader will instead cling to the position. I am certain the idea was to encourage and/or reward players that accept extra responsibility, but it also has the poisonous effect of creating "bitter clingers" whose sole purpose is to accumulate more loyalty tokens.

Oh, I nearly forgot about Hero flags. Yet another reason for people to cling to leadership, since it is part of the criteria for becoming a Hero.


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 Post subject: Re: Tribunal Guards
PostPosted: Mon Sep 29, 2014 8:54 am 
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FinneyOwnzU wrote:
As long as loyalty tokens are attached to leadership flags, players that are unqualified, unfit or that might otherwise willingly step aside for a more active leader will instead cling to the position. I am certain the idea was to encourage and/or reward players that accept extra responsibility, but it also has the poisonous effect of creating "bitter clingers" whose sole purpose is to accumulate more loyalty tokens.

Oh, I nearly forgot about Hero flags. Yet another reason for people to cling to leadership, since it is part of the criteria for becoming a Hero.


QFT

I've been meaning to bring this up, honestly. The current loyalty token system, hero system, and being attached to flags is broken. The game has always, always, always had a problem with people clinging to flags. And now they get -rewarded- for it?

Until there are actual requirements/things expected of leaders, the LT rewards need to be axed. Not to badmouth staff or anything, but historically, it's essentially impossible to get bad leaders removed unless you're the KD's SO or something.


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