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Nerina in Lockdown
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Author:  baldwama [ Tue Jun 21, 2005 6:46 am ]
Post subject:  Nerina in Lockdown

I know that Nerina is periodically locked down for good reason to prevent evildoers from entering/leaving the city to facilitate capture/defense. However, if the gates are kept locked even after the danger has past, how are us non-flying, non-magical types supposed to leave the city?

Author:  Fepel Veiled [ Tue Jun 21, 2005 6:54 am ]
Post subject: 

recall... teleport... gate... rift....

I vote for recall or ask someone for help.

Author:  Safia [ Tue Jun 21, 2005 6:58 am ]
Post subject: 

Usually only one gate is closed, unless the people have tried to enter though both gates, pray for a Talon to come around. Thats the only way, unless there is a really good theif about... but highly unlikely.

Author:  baldwama [ Tue Jun 21, 2005 7:26 am ]
Post subject: 

Specifically, I was logging on this morning (early) with only ten people in all the realm and found the North Gate locked down. Quite a bummer! :(

I didn't think about using 'recall' until I started writing the first post, but thought it was still a good idea to ask the question to see if there were any other potential solutions to the problem that I hadn't thought of.

Author:  Safia [ Tue Jun 21, 2005 10:01 am ]
Post subject: 

Again check both gates.

Author:  Xain [ Tue Jun 21, 2005 1:57 pm ]
Post subject: 

When I was trying to enter/exit at the time, I found the west exit open. At least it is more secure than back in the day when there were at least three entrances.

Author:  Guest [ Tue Jun 21, 2005 1:59 pm ]
Post subject: 

I found this problem when I was playing a character who frequently found himself killing everyone in Nerina a lot. The essential problem is that anybody with flight can get into Nerina - that is, anybody who's going to go to the trouble of attacking. Closing the gates, while adding a nice RP touch, is very, very annoying to pretty much every player who wants to use the city for anything other than a high level killing ground.

I suggest removing the scripts on the gate guards to close and lock the gates. Perhaps having them simply close the gates would suffice. Or better yet, have a room publically (and easily) accessable with a winch to open (but not close) the gate.

Author:  TheCannibal [ Wed Jun 22, 2005 10:27 am ]
Post subject: 

I would suggest keeping it as is, but add a script to the guard to look at the person trying to exit, leave.

an armored male dwarf peers at you intently.
an armored male dwarf snorts and speaks gruffly to you
an armored male dwarf says "You ain't the one we want, go about yer business."
an armored male dwarf opens the gate.
then you step through and it immeditatly closes behind you and locks.

Maybe even add a griffon guard at each gate when the city is under attack to discourage people trying to slip through when someone else is trying to use the gate.

Author:  baldwama [ Wed Jun 22, 2005 11:24 am ]
Post subject: 

That idea sounds Great! It also would be nice if the reverse would work, too. Friendlies returning to the city should be allowed entrance as well (after a careful examination by the guards, of course!) and maybe a warning of who the evildoer is, if a description is circulating at the time.

an armored male dwarf says "Yell out if you see the sneaky male half-elf."

-OR-

an armored male dwarf says "Yell out if you see the lawbreaker."

Either way, you'll be on your guard entering the city.

Author:  fridgeraider [ Thu Jun 23, 2005 6:07 pm ]
Post subject: 

Or you can just set the gates like they are in Sith'a'niel where they ask you if you wish to enter, say yes, and your in.

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