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Colonies / Lukon is too big....
« on: March 26, 2011, 02:06:30 PM »
Some Duke needs to secede
or better yet, swear allegiance to someone else.
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The only thing that an "experienced" marshal has over a newbie marshal is the Leadership skill. If you train Leadership at the academy, you could easily have full access to all marshal settings for the instant you are appointed as marshal. Which is really the whole point of academy training. So there's no reason to toss the whole idea out the window.
What you can do is tie the implementation of these formations into the leadership skill rating.
* Higher leadership: + chance of success
* Very high leadership: ++ chance of success
* Specifying more options = - chance of success
* Specifying "overrides" for noble units settings (formation, encounter reactions, etc.) = -- chance of failure
Put all this together and calculate a chance to successfully implement a formation. If you fail, the consequences could range from nobles just lining up according to their personal settings, to being +/1 a line, depending on how badly you failed.
For an Epic Fail, when a newbie marshal tries to use a super-complex setting with lots of overrides, you could even assign completely random lines to each individual noble on that side.
And you can even tie in the number of available custom formations to the leadership skill. One custom formation stored per 20% skill?
Basically, the idea is to allow for high ranking members of a secret society to invite other nobles to join without having them travel to the guildhouse. It would work exactly the same way a priest can convert a noble with a private sermon, except with the obvious alterations. This would be a major change to secret societies especially when the two nobles are in enemy realms. What excuse could they possibly have to get to their enemy's capital, but if the two were to know where their armies were going to clash it would be that much simpler to send an invitation.
For a more anecdotal one about undead, which may or may not be reliable:
http://wiki.battlemaster.org/wiki/Sanguine_Times/Issue_11#Daimons
Oh yeah, that. Well that'll be an interesting mystery, huh?
I love the colonies.
Yes, it's slow but that just makes it a bit more realistic IMHO*
There are two types of characters/players in the colonies..
1) The patient, intelligent and reserved who play the game like a 18th century game of chess by mail between kings.
2) The reprobates, troublemakers, assasins, rebels, misfits, duellists and schemers sent to the colonies as punishment.
This demographic often leads to trouble and fun.
* there is no such thing as an HO.