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BattleMaster => Development => Feature Requests => Topic started by: mikm on March 08, 2011, 11:34:40 AM

Title: regarding infiltrators
Post by: mikm on March 08, 2011, 11:34:40 AM
First of all I do not see why this class is limited to nobles.It is not really something that requires noble blood.So I think adventurers should be allowed to switch to infiltrators.
Secondly infiltrators should be able to actually kill their target and guards should be able to kill infiltrators.To make things fair the chances of this would be low,kind of like the chances of getting killed by monsters as an adventurer.


Title: Re: regarding infiltrators
Post by: LilWolf on March 08, 2011, 01:27:21 PM
First of all I do not see why this class is limited to nobles.It is not really something that requires noble blood.So I think adventurers should be allowed to switch to infiltrators.
Secondly infiltrators should be able to actually kill their target and guards should be able to kill infiltrators.To make things fair the chances of this would be low,kind of like the chances of getting killed by monsters as an adventurer.

Adventurers aren't tied by turn changes. You could stab someone and then be 3 regions away in just a few seconds. It's just too powerful of an advantage.

Adventurers killing people they stab has been requested a few times as I remember it. Every time it has been turned down because character death should mostly be the choice of the player playing that character.
Title: Re: regarding infiltrators
Post by: songqu88@gmail.com on March 08, 2011, 02:33:38 PM
There supposedly is a critical wound that infiltrators can do if they get a perfect attack in, which is either not achieved or hard to achieve otherwise. Supposedly it puts a target in serious wound condition for a while.

What I've wondered about regarding the infiltrator class is the invisibility code that was around when we had the single class system. Is that code still intact?
Title: Re: regarding infiltrators
Post by: Indirik on March 08, 2011, 05:56:35 PM
The new wounding code applies "wound points" to the target. The text you see for wound status is related to the number of wound points the character has. Just like you see text descriptions for region morale that depend on the actual morale percentage of the region.

There is no such thing as a "perfect attack" for an infil that generates a special kind of wound. Some hits do more than others. But there is nothing special about an infil attack that can generate a special kind of wound.

As for the "invisibility" code, it could probably be pulled out of the SVN repository if needed.
Title: Re: regarding infiltrators
Post by: mikm on March 08, 2011, 07:36:26 PM
I'm not saying the hour system has to be the same as adventurers.Class change limitations could be added.
Speaking of movment I say the priests are the most overpowered.They can move around as they please without tiredness or border tolls.
Title: Re: regarding infiltrators
Post by: Foundation on March 08, 2011, 08:03:37 PM
In the same way, many feel priests are underpowered since they can't do as much as a noble with a unit can in wars, and working for a religion is not as easy as it sounds.
Title: Re: regarding infiltrators
Post by: De-Legro on March 08, 2011, 10:52:29 PM
And what can priest DO while they walk around at that speed? Certainly not lead a unit. You have to look at more then just a single aspect of a class when talking about it being "overpowered". Priest are mostly a RP class, it tells you that when you choose the class. Tom explicitly warns you that there is less to "do" in game mechanic terms for that class.

Even in advy/inflitrators did lose their current movement system, I doubt it is something that will get implemented. I seem to recall Tom has said something along the lines of he doesn't want the advy game to get too deep, too distracting from the noble game.

Finally the point of infils being able to KILL their target. With the exception of the recent BT invasion, All death in Battlemaster is opt in. Allowing Infiltrators to kill their target, even if it was only a slight chance would violate this choice for the player that is targeted.
Title: Re: regarding infiltrators
Post by: Telrunya on March 08, 2011, 11:55:02 PM
Even the BT Invasion Death was opt-in, as everyone got clearly warned on time to get out if you didn't like it. I would strongly disagree with death by Infiltrators. They have good tools already.
Title: Re: regarding infiltrators
Post by: Foundation on March 09, 2011, 03:40:14 AM
Indeed, we had some very epic discussions on the DList regarding mortality, and I believe the final (not complete) consensus was that mortality should remain voluntary.
Title: Re: regarding infiltrators
Post by: mikm on March 09, 2011, 08:41:27 PM
Mortality is fun.Let's not forget we are playing as humans here,not gods.The invasion in Bleutara with nobles geting killed on a regular basis was fun.
Title: Re: regarding infiltrators
Post by: songqu88@gmail.com on March 09, 2011, 08:43:34 PM
And we've had discussions up the river on the Dlist and #battlemaster displaying a broad range of how fun or not fun that is.
Title: Re: regarding infiltrators
Post by: De-Legro on March 10, 2011, 02:29:02 AM
Mortality was fun for some, myself included. However the vast majority of players that responded indicated that mortality was NOT fun.
Title: Re: regarding infiltrators
Post by: fodder on March 10, 2011, 07:23:42 AM
.. you do realise advy/infil is basically a suicide class, right? any peasant caught doing stuff like that would be automatically executed... forget going into a judge's dungeon
Title: Re: regarding infiltrators
Post by: Foundation on March 10, 2011, 12:40:10 PM
Gotta agree with fodder here.  If you stab someone... normally if you're caught you'd get stabbed, to say the least. :P
Title: Re: regarding infiltrators
Post by: skiarxon@gmail.com on March 14, 2011, 09:42:45 AM
I got a question regarding the infiltrator actions. Do all infil actions share the same chance of being caught or some got a higher chance than others. As an example: Messing with road signs got the same chance of getting caught as murdering militia?
Title: Re: regarding infiltrators
Post by: Foundation on March 14, 2011, 11:11:43 AM
I got a question regarding the infiltrator actions. Do all infil actions share the same chance of being caught or some got a higher chance than others. As an example: Messing with road signs got the same chance of getting caught as murdering militia?

What do you think? :)
Title: Re: regarding infiltrators
Post by: skiarxon@gmail.com on March 14, 2011, 12:05:13 PM
What do you think? :)

Well logically it is easier to mess with the signs than trying to stab someone. But in game I do not know that's why I ask :)
Title: Re: regarding infiltrators
Post by: Foundation on March 14, 2011, 12:25:59 PM
Well logically it is easier to mess with the signs than trying to stab someone. But in game I do not know that's why I ask :)

And you are right. :)
Title: Re: regarding infiltrators
Post by: mikm on March 17, 2011, 02:56:41 PM
Infiltrator like any character that gets caught can be executed by a judje,so he should at least be allowed to kill his target.It makes no sence to take such risks just for the sake of wounding another character.
As for adventurers they should be very hard to capture and must first be discovered.Like a search for adventurer comand or something.You lose 8 hours and may not even find the adventurer.
Title: Re: regarding infiltrators
Post by: Indirik on March 17, 2011, 03:04:41 PM
Infiltrators can only be executed if they have been previously banned by the realm that has caught them. This generally requires that they be captured twice by the same realm. And they can always emigrate to escape their bans.

It is usually pretty rare for realms to execute random infiltrators. You usually need to /really/ piss off a realm before they start executing infiltrators.
Title: Re: regarding infiltrators
Post by: Foundation on March 17, 2011, 03:18:54 PM
Infiltrator like any character that gets caught can be executed by a judje,so he should at least be allowed to kill his target.It makes no sence to take such risks just for the sake of wounding another character.
As for adventurers they should be very hard to capture and must first be discovered.Like a search for adventurer comand or something.You lose 8 hours and may not even find the adventurer.

Remember, infiltrators have many, many targets, while to retaliate there is only one infiltrator.  Thus it is sensible that the risk for the ability to attack many others is higher than the damage dealt to each individual noble.  As Rob mentioned above, infiltrators don't even get the option to be executed unless they get caught twice by the same realm.
Title: Re: regarding infiltrators
Post by: De-Legro on March 17, 2011, 11:52:36 PM
If you don't think wounding a general, marshal or ruler is worth the effort you are playing a different game. Knocking out the best tactician in the realm for a few days can be priceless in a war. Ensuring the enemies best army is unable to use marshal settings, likewise can be a game changer. Stabbing the noble that leads that large TO unit, might just give your realm time to reform and boot them out. Wounding is of great strategic value. The risk of execution offsets the fact that infiltrators can make such a huge difference as a single character.
Title: Re: regarding infiltrators
Post by: mikm on March 20, 2011, 05:29:36 PM
I know that when wounded you are completly and unable to do anything.Now with th new wounding system even  saw a player delete his character because it took too ridiculasly long to heal.
Still the word assasinate doesn't quite fit the situation.