Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject:
PostPosted: Wed Jun 20, 2007 12:30 am 
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Joined: Sun Jul 18, 2004 3:09 am
Posts: 2174
I only have this to say.

When you propose an idea:

Think, "Does this idea impact me only? Will -everyone- enjoy the fruits of this implement?"


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 Post subject:
PostPosted: Wed Jun 20, 2007 1:51 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
No no no no no. SK does not need more player groups. We do not have the player base to support a few active cabals and tribunals and a handful of inactive ones. I would rather support joining some of the old cabals and tribunals back into one!

MC's dual cabal and tribunalship makes its it so soucy. Though seeing an equal organization for lighties would be sweet too. Like returning the hammer and peacekeeper into one faction.


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PostPosted: Wed Jun 20, 2007 2:06 am 
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Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
The history of the skill leadership, to me dictates that it should remain a skill for the MC.
Need be, for RP reasons mainly a tribunal could be added with the purpose only to answer directly to the MC and for the MC to recruit from, giving more leeway for newbies aswell.
Both tribunal and MC would have leadership.


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 Post subject:
PostPosted: Wed Jun 20, 2007 3:37 am 
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Joined: Thu Jun 01, 2006 2:50 pm
Posts: 789
Location: UK
SK Character: That'd be telling
Tragonis wrote:
Like returning the hammer and peacekeeper into one faction.


No, no, no... they are quite seperate in what they wish to achieve. I think joining them together is a terrible idea.


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PostPosted: Wed Jun 20, 2007 5:08 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
The only way I could agree with seeing MC -> 2 factions, would be allowing membership simultaneously with a cabal and tribunal.

A


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 Post subject:
PostPosted: Wed Jun 20, 2007 2:23 pm 
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Joined: Wed Oct 05, 2005 11:37 am
Posts: 165
SK Character: Qultalyn
Achernar wrote:
The only way I could agree with seeing MC -> 2 factions, would be allowing membership simultaneously with a cabal and tribunal.

A


Got my vote - Join one, do well, RP the deal, pass some time so your not a one month char, and get second invite... See both in cabal channel, but access to the other skills etc comes with the invite. That way we dont have to do the merge, but get the benefits of a merge and help deal with any low member numbers.... My 2c


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 Post subject:
PostPosted: Wed Jun 20, 2007 5:33 pm 
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Joined: Tue Jun 05, 2007 4:55 pm
Posts: 547
Location: WI
wortsenawl wrote:
Tragonis wrote:
Like returning the hammer and peacekeeper into one faction.


No, no, no... they are quite seperate in what they wish to achieve. I think joining them together is a terrible idea.


You mean what each faction's leadership wishes to achieve. No offense.


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 Post subject:
PostPosted: Wed Jun 20, 2007 8:16 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
The goals of the Hammer are different than the Peacekeepers. They even fought a war with eachother to keep that difference. The Hammer tried to tell the Peacekeepers what to do at one point in time and they said no. A war happened. Same thing happened in Sith when the Druids attempted to tell what Ayamao should do.


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 Post subject:
PostPosted: Thu Jun 21, 2007 2:19 am 
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Joined: Thu Jun 01, 2006 2:50 pm
Posts: 789
Location: UK
SK Character: That'd be telling
stratford wrote:
wortsenawl wrote:
Tragonis wrote:
Like returning the hammer and peacekeeper into one faction.


No, no, no... they are quite seperate in what they wish to achieve. I think joining them together is a terrible idea.


You mean what each faction's leadership wishes to achieve. No offense.


I meant the factions serve different purposes, but yes, at any given time that is largely influenced also by the current leadership. Under Arsilan they were more proactive and would hunt enemies of Taslamar across the realm, under Worts they would hide in the barracks. :oops:


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 Post subject:
PostPosted: Thu Jun 21, 2007 9:17 am 
I've always seen being a cabunal as worse than being a plain ol' trib/cabal.

The worst, WORST part is that their relic is susceptible to enemy guards raiding it because anyone who wants to take their relic is already at war with them. So it's really easy to move mass chars and body guards with them. Scoff if you want, but those mobiles can do a great job at fighting the spawned guards that come out as well as the outer guardian. It's almost as if they're like a necro's undead -- just not crappy, full of vulnerabilities, and killable in 1 spell.


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