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Messages - Kwanstein

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61
Dwilight / Re: The Great Dwilight War:Niselur captures Zereth
« on: July 20, 2013, 08:21:51 PM »
That's a good thing. Embarking from an enemy rural region with tons of wounded soldiers would take a lot of time and money. It would be less of a hassle for them to abandon their units and travel home solo, but that would cost them honour. It's convenient for them to let you eliminate their units, as it saves them the trouble.

62
BM General Discussion / Re: Closing Islands ?
« on: July 19, 2013, 01:08:05 AM »
Monsters and undead aren't actually very detrimental to region stats. I recall one habitually rogue infested region that, despite months of almost unbroken occupation, wasn't doing too poorly. It was underpopulated, so it's economy was slow, but it's morale and loyalty were always high and it's control was always main. It also was never administered by it's lord, and it's taxes didn't appear exceptionally low.

63
BM General Discussion / Re: Closing Islands ?
« on: July 18, 2013, 08:19:38 PM »
As far as additional characters go, I think that the current system needs to be changed. Currently, medals coalesce under the magnetic eyes of powerful Kings, Dukes and other important players, while most other people are left out of the loop. This leads to situations where a small amount of players will have 20+ medals, where as most others will lack even five. This is not because those few elite players are twenty times more fun or trustworthy or that their roleplaying is twenty times better; it is merely because they enjoy positions that receive a lot of attention, so the decentralised, amateur-run reward system, which is by it's nature prone to a narrow-minded redundancy when issuing awards, single-mindedly caters to them and only to them. This does not lead to a fair spread of medals across players, so many players who would be capable of playing an additional character are under-utilised.

Also, I think that the idea that giving players an additional character would dilute the amount of effort put into each individual character is false, or, at least, it's effects exaggerated. The principal cause for lack of effort put into this game, I think, would most often be the total lack of wars in many areas. It's not that the game is too much of a time burden for most people, it's that there are so many realms where there's a total lack of anything to do, because they lack the most reliable and effective cause for activity, warfare. The lack of warfare has roots in the lack of characters, as in the vast majority of realms there are simply not enough landless characters to make imperialism worth it, nor do they posses enough characters to wage proper war anyway (for one thing, gold is often so abundant as to make the economy of war totally inconsequential, such is the case in Darka, where the dukes supposedly have 50,000 gold saved up -- a bottomless warchest if there ever war one). So, far from reducing the amount of effort put into individual characters, reducing the character restriction would result in a net increase of effort all around.

64
Helpline / Re: Character Frozen
« on: July 10, 2013, 08:30:42 PM »
Thanks!

65
Helpline / Character Frozen
« on: July 10, 2013, 06:44:21 AM »
So one of my characters became frozen, due to a bug, and his soldiers are dangerously close to revolting. I've already submitted a bug report, but I don't think it will be resolved in time for me to pay the soldiers. Is it possible for a mod to pay the men for me as a quick fix until the bug is resolved?

66
Helpline / Re: Stepping Down from Permanent Position
« on: July 04, 2013, 10:10:22 PM »
I see potential for abuse here. A ruler or duke could appoint a noble to a position such as general or marshal and the noble would have no recourse except to accept the titles or to forsake them at the cost of honour and prestige. What is to stop a duke from causing his nobles grief by continuously bestowing them titles that they don't want?

67
Helpline / Stepping Down from Permanent Position
« on: July 04, 2013, 07:22:59 PM »
The only way to leave a permanent position is to step down from office, but doing so costs honour and prestige. This is rather unforgiving, as you could spend years in a position and still have to leave it in 'disgrace,' rather than retire honourably. I think that this one size fits all punishment should be made to distinguish those who leave after a limited period of time from those who leave after an extended period of time, by waving the costs for the latter.

One more mention. When I attempted to have one of my characters leave one of his positions, he recieved this message:

Quote
It looks like you did not quite understand the point of giving a reason.
Your realm mates should know just why you leave your position, and you should write at least one complete sentence. Really. Go back and try again.

Despite writing several sentences in explanation. I'm guessing that the game judges the explanation based on it's length; in that case it should say as much and not blame number of sentences instead. This is a minor issue.

68
BM General Discussion / Re: Why so few Infiltrators?
« on: July 01, 2013, 09:50:49 AM »
In an effort to increase the infiltrators functionality in a believable way, perhaps he could be able to destroy a targets paraphernalia. Burning down siege engines, defacing banners and killing scouts or healers could be very handy in certain situations, yet not in violation of verisimilitude.

Another option, which I'm surprised isn't already implemented (I believe it was at one time), is the ability to burn down food stores. With options to attack most other aspects of regional 'economy' it's a bit incongruous that this ability is left out.

Expanding on food, infiltrators could perhaps be given tools to hinder trading as well. This could be done in a number of imaginative ways, one of which would be to disable a regions ability to trade for a turn or more. In order to keep this logical, the infiltrator could be required to have an entourage of troops with him in order to do this. With the infiltrators shady nature, as well as an armed force at his command, it makes sense that only an infiltrator and no one else would be able to do this. It would also be very handy -- sending an infiltrator along with a main invasion force would restrict the enemies ability to drain food out of a region the moments before it's capture.

69
Ha. Hahahahaha. Not quite. That's a surprisingly common perception, though. Ask yourself: before Kale, who was the last ruler to start a war with a theocracy?

Asylon, maybe Aurvandil depending on what you define as starting a war.

70
BM General Discussion / Re: Why so few Infiltrators?
« on: June 29, 2013, 12:25:29 AM »
Make wounds last longer. I spent one week travelling to a neighbouring realm so I could stab a 70 year old duke, who was also ruler, general and judge. The duke recovered before he lost his city, before a different ruler, general and judge could be elected, and before I could even return home. I wasted more than triple as much time travelling as he did in his coma. Needless to say, I switched back to warrior class after that incident.

71
Dwilight / Re: The Great Dwilight War
« on: June 28, 2013, 12:42:59 AM »
That kind of mentality is what leads to gang bangs. "My allies are going to war, so I will join them even if it doesn't benefit me in any way, shape or form." Asylon's is one of my preferred justifications for war, though my favourite is the grudge match between D'Hara and Luria. Those kinds of justifications represent a way of playing that is conductive for good fun, as they demonstrate an unabashed willingness for aggression amongst the participants.

72
Dwilight / Re: Niselur
« on: June 24, 2013, 11:58:41 AM »
D'Hara really is a pirate realm though.

73
Dwilight / Re: Sanguis Astroism
« on: June 24, 2013, 11:56:42 AM »
Basically other realms sit around twiddling their thumbs, waiting for wars to come to them, while Asylon takes a proactive stance. Also, unbeknownst to most, it seems, Asylon looted some Astrum city to the ground in their last scuffle. So, it wasn't really a tie; Asylon won.

74
Colonies / Re: Lukon vs Oritolon
« on: June 22, 2013, 09:35:34 PM »
I think that you are all overlooking a very obvious advantage that Oritolon has, which is it's city on the front line, Alebad. The advantages it offers are great, so it comes as no surprise to me that Lukon has been unable to break Oritolon. In order to assail such a defensive position, Lukon would have had to field an army about twice as large as Oritolon's, an unlikely feat.

Perhaps player activity had something to do with it as well, but I think that the key to Oritolon's success has to do with the strategic position it finds itself in.

75
Dwilight / Re: Niselur
« on: June 22, 2013, 08:02:59 AM »
Quote
Kas has a lot of enemies on the forum, who slander him and stuff. But in game he's a good character, active, and polite to those who deserve it.

Thank you, folks, for vindicating me.

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