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ImpalerWrG
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
In response to comments on rigidity of government systems described, I would propose that several different models be created (democracy, oligarchy, dictatorship) and a village can be founded or converted from one type to another by the current authority structure.
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Jackard
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
or we could just do this instead and let players form their own models viewtopic.php?f=5&t=5309
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Demiwar
- Posts: 47
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
This suggestion is more then just permission options though.Jackard wrote:or we could just do this instead and let players form their own models viewtopic.php?f=5&t=5309
I really like this idea, and think it could go even further with the implementation of NPC guards. Your status could determine what type and how many you got. Villages for instance could get 5 militia, Cities get 5 militia and 3 town guards, and Kingdoms could get 10 militia, 5 guards, and 3 Royal Guardsmen that are only deployable in the palace. You could set their patrol routes and they would patrol around your village/town/kingdom capital. Anyone caught trespassing would be attacked (militia ~= boar, maybe stronger, town guards = ~bears, royal guardsmen = 2-3x stronger then bears, but they have enough health that it takes more then one hit with a decent q soldier's sword to kill them). Upon being knocked out, the guard would react based on the orders set by the leaders, carry off the property, kill them, or put them in the jailhouse(another feature maybe?). This could add an additional level of skill to thieving as well as give people a chance to defend themselves while offline. When spotted by a guard, the thief would "roll" his intel/stealth skill against a set range for the guard, with each higher guard increasing that number, and increasing the chance of recognition. The guards values could be 50, 100, and 200 and the thief rolls between 0 and (Intel+Stealth). Obviously the best choice is to remain unseen, but 50 intel and 50 stealth gives you a 50/50 chance of fooling a militia, while obviously only the most skilled thieves would dare try and steal from a palace.
This could also give a use to gold beyond jewelry and promote the use of gold and silver being mined for coin. Militia and town guards would be hired using gold and payed with silver, while palace guards are hired and payed with gold. Village/City/Kingdom Treasury anyone?
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Jackard
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
THERE WILL NEVER BE HUMAN NPCS - in a permadeath pvp game, units should be instantly recognizable as player or mob
they might add animals like guard dogs, but every hearthling you come across will always be another player
they might add animals like guard dogs, but every hearthling you come across will always be another player
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LimaZulu
- Posts: 959
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
Non-interactable ghosts might be a neat touch. Imagine going into a town which was the site of wholesale slaughter. Spooky!Jackard wrote:THERE WILL NEVER BE HUMAN NPCS - in a permadeath pvp game, units should be instantly recognizable as player or mob
they might add animals like guard dogs, but every hearthling you come across will always be another player
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Nahp
- Posts: 65
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
Are you quoting the dev's or is that your opinion? What if above the guards head it clearly said "Guard" or something?Jackard wrote:THERE WILL NEVER BE HUMAN NPCS - in a permadeath pvp game, units should be instantly recognizable as player or mob
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Jackard
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Re: On the Game: Villages, Cities, Kingdoms,Diplomacy and Guild
bothNahp wrote:Are you quoting the dev's or is that your opinion?