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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