Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Apr 12, 2007 3:04 am 
silmar wrote:
Grakus wrote:
If you flee before the final blow, no.

If you stun/kill them, it's a crime. This is to prevent them from attacking you and then outlawing you for no crime.


Unless say Demon imps get the killing blow or some other charmy freed that is aggressive. This opens the way for spell casters to be openly aggressive so long as they hold off the "Killing blow" on tribunal members. A better way to get around this tribunal members attacking someone just to make them outlawed is simply to make note under the "new" group combat crime code when a tribunal member attack them.
Unless there is something I am missing this feature seems to have a big issue of suspension of disbelief.


You are held directly responsible for your charm via the law system.

You can't incapacitate your opponent without legal repercussions.


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PostPosted: Thu Apr 12, 2007 3:13 am 
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Your charm is a part of you so long as they are charmed charm an aggro creature that can not see invis then release it and how many crimes you get. You can even have it rescue you before hand to remove you from combat if your a Hellion. Also it doesnt help against the healer who is using harm against you but lets the warrior kill you to keep themselves from getting outlawed


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PostPosted: Thu Apr 12, 2007 3:45 am 
silmar wrote:
Your charm is a part of you so long as they are charmed charm an aggro creature that can not see invis then release it and how many crimes you get. You can even have it rescue you before hand to remove you from combat if your a Hellion. Also it doesnt help against the healer who is using harm against you but lets the warrior kill you to keep themselves from getting outlawed


Okay. And how is this different than it is now?


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PostPosted: Thu Apr 12, 2007 4:04 am 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
just a little gnome wrote:
just give me a bard law NPC and I'll be happy.


I was thinking of putting this in a seperate thread. But bard law NPCs shouldn't stop singing automatically when they're not in combat :(


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PostPosted: Thu Apr 12, 2007 10:37 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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silmar wrote:
- Law: Attempted murder/mugging against tribunal members can not be reported.
I understand why this was done but How does it make RP sense ? Seriously attacking a Tribunal member should be a high crime not unreportable. A tribunal member attacking you I can kind of understand should not be reportable. Perhaps replace tribunal members attacking people with a new crime resisting arrest (doesnt count towards banish limit).

Game rules sometimes have to take priority over ambience. But some variation on your suggestion might indeed be better. We'll see.


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PostPosted: Thu Apr 12, 2007 10:42 am 
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silmar wrote:
Having just run with a tribunal NPC into Uxmal and finding out that even being at war with the harlequins doesnt cover it, I am greatly disappointed.

This is your misunderstanding. The Harlequins are not a tribunal, they are a cabal. They do no run Uxmal. In fact, there is no law in Uxmal. Uxmal is the central kingdom free zone where everyone can go without having to worry about being outlawed.


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PostPosted: Thu Apr 12, 2007 10:59 am 
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Would it be possible to increase the time before a tribunal NPC leaves your control when you walk into non-aggressive territory or (even better) say a warning and wait a few seconds before leaving?


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PostPosted: Thu Apr 12, 2007 11:22 am 
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You know, so he can chase me across a few rifts before his entire army leaves and wanders back to krychire and he's left chasing me with a ghostfire warhorse?

ILU BB.


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PostPosted: Thu Apr 12, 2007 12:12 pm 
Here's my personal take on things thus far.

Digging: Needs to be so that you can dig arround with certain make-shift shovels, like axes, shields and whatever resembles a shovel. More lag while digging, but it can be done.

Banish: I like the choice to make banishment a little harder to enforce, but the 'buffer' of crimes is set a bit too high I believe. Three attempts at murder on anyone should be enough to validate a banish. This means, if someone brandishes an aggressive stave somewhere, he is probably going to be banish eligible.

Attacking tribunal members = no crime: Unreasonable. Since In-character attacking a guard NPC is a crime, attacking a pc should be no different. I understand this rule was devised to stop tribunal smart alecks from initiating a fight with someone they dont like, and then reporting him for defending himself. My suggestion towards this (though Ive no idea if it can be coded or not) is to flag all crimes towards tribunal members differently, so that they will not count towards the crimes required to banish. A further suggestion to this would be to set some RP limitation on all tribunals that attacking someone in the city without a good reason may warrant dismissal from the tribunal. (much like in a cabal you get uninducted if you attack your own guardian).

Carrying trib NPCs in enemy territory: I like the idea, however, im not certain if these NPCs should carry the law of their land in the enemy country. That is to say for example, if an ayamaoan law NPC was in the empire, and it captured an imperial there to send to the ayamaoan jail instantly, that would be strange.

I generaly enjoy these changes, but they also scare me. Im afraid that the more SK focuses on group versus group pk, the less RP there will be arround. And since smart groups of attackers get to where people usualy sit and rp before anyone can catch wind of what's going on, this will drive people further away from cities.

The diplomacy system, as it stands, can support war between two factions for an endless ammount of time. RPwise, if you hold truce with someone, your allies will consider you are abandoning them. So here's an idea. What if a single organisation could only declare up to two wars at a time, and those wars had an expiration date on it. For example:

cabal diplomacy war adepts 200000
You are now at war for the adepts until supplies worth 20 obsidian coins run out.

After a war ends, the same cabal cannot declare a new war before an IC year expires.

Something like that might make wars feel more like 'wars', as in, a time when someone should really stay away from a city, because it is being sieged or whatnot, and it will not be a passive state for all time.


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PostPosted: Thu Apr 12, 2007 12:54 pm 
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Erevan wrote:
Carrying trib NPCs in enemy territory: I like the idea, however, im not certain if these NPCs should carry the law of their land in the enemy country. That is to say for example, if an ayamaoan law NPC was in the empire, and it captured an imperial there to send to the ayamaoan jail instantly, that would be strange.

If that happens, it would be classified as a bug. I didn't test for that, but I believe law enforcement can only take place on your own territory.


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