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Messages - Medron Pryde

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1
Beluaterra / Re: Old Map
« on: January 01, 2019, 08:32:29 AM »
Well, for one thing two characters per player back then.

For another...many more players back then as well.

I don't know exactly, but those of us who are left are small in number compared to the past.  And the loss of second characters has made it the player population drop even more noticeable...

And yes.  In the past, all of those cities were inhabited and often fought over.

2
Beluaterra / Re: Old Map
« on: December 30, 2018, 07:00:00 PM »
I just noticed this map still wasn't linked by any page in the wiki so added it to the maps page and to the official Beluaterra page so people can see both it and the new map.

Thanks much for making it available to us.  :)

3
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 29, 2018, 05:51:38 PM »
WAR has come!

Astrum Wants You!

Join our crusade to protect Humanity!

Drive the reckless Easterners out of The West!

They have roused the Daimons from their long slumber!

Now drive them from The West before they annoy the Daimons into full wakefullness!

4
Beluaterra / Re: The State of Beluaterra: Time for an Invasion?
« on: December 26, 2018, 02:46:05 AM »
Considering we JUST got out of one invasion and are only now recovering and getting into a position where we can do some PVP again, I think now is a bad time to start another invasion.

5
Feature Requests / Re: Imperial/Hinterland Regions
« on: December 26, 2018, 02:40:50 AM »
Not a joke.

The current hard cutoff on TOs based on player population is adversely affecting gameplay at this time.

Maybe consider it a reminder that this is something we need now much more than we needed it when TOing was more open.

Something like this is now becoming necessary as many realms are hitting the "maximum size" they can expand to.

6
Development / Re: Re-thinking peasant mobs
« on: December 25, 2018, 12:28:52 PM »
Well then...obviously we'll have to distribute more cake to them then...

7
Feature Requests / Imperial/Hinterland Regions
« on: December 25, 2018, 12:27:49 PM »
I propose that nations be allowed to Takeover regions that don't count towards the noble/region limit.

These Imperial or Hinterland Regions would eat half the food of normal regions since they are more self reliant.  They would also produce half the normal food and gold of normal regions since they keep them.  All gold would go directly to the ruler rather than a duke.  No region lord can be appointed.  Takeovers would go twice as fast since they are less loyal to "their" realm.  Less likely to go rogue since they don't pay as many taxes.  More likely to switch loyalties to other neighboring realms, especially if next to a Noble-Ruled Duchy Core region.

Exact ratios open to discussion.  I used half as a starting point that seemed good.

Basically looking for a way to allow realms to expand their influence beyond current borders but have that influence be very sketchy.  When frontiers meet, regions could flip back and forth depending on which nations they have favorable opinions of.  And of course having a tendency to prefer joining a more closely controlled Noble-Ruled Duchy Core region next to them.

Nobles could influence future turnover via doing some of the things we currently have that make citizens like nations more or less.  Could make for some interesting "non-combat wars for influence" on the edges of larger empires.

8
Development / Re: Re-thinking peasant mobs
« on: December 23, 2018, 07:46:31 PM »
Um...which feature request was that which just got approved?

Fixing the peasants?

Or giving them guillotines?

;)

9
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 20, 2018, 09:15:15 PM »
SA has become unpopular due to actions it has taken in the past.

There is a reform movement at the moment from within the church that is making some progress.

And there are other efforts afoot as well.

Now if there is not enough interest to form another theocracy, then it probably won't happen.  If there is, and if people choose to work to do it, then it may very well happen.  There is interest at the time.  The only question is whether or not there is ENOUGH interest.

That we will learn in time I think.  :)

In the meantime, it will be one of many things I will play with from an IC pov to have something interesting to do in the game.

10
Development / Re: Re-thinking peasant mobs
« on: December 20, 2018, 07:02:16 PM »
I would expand that to say some character.

I kinda like the idea of having adventurers able to help arm the common folk as well.

Though as in all things, it must be balanced.  I don't want a single adventurer able to recruit units that could stop an entire army of nobles for instance.

11
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 20, 2018, 06:58:33 PM »
I fully agree that at our current noble count and size, Astrum cannot support creating a new realm without falling below a minimum operating capacity.

Which means there's a very good chance it won't happen.

But it definitely won't happen if we don't try.

So I figure we might as well consider it and push towards it and see what happens.

If nothing else, it's good RP.  Just like retaking Caiyun was.

And the thing I love about retaking Caiyun, is it brought Astrum and Arnor troops together to fight the rogues out in that area.
It forced us to cooperate out there, a point that I am heartily approving of for many reasons.

12
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: December 20, 2018, 07:20:03 AM »
And we are rolling into what looks like another war now that the rogues have mostly gone away.

Now that individual realms are no longer fighting for survival, we're fighting for dominance again.

And it looks like things are rolling towards creating a new Theocracy of the Faith.  We recently liberated Holy Caiyun (location of the first temple of Sanguis Astroism) from the rogues, have rebuilt the temple, given the region to an elder of Sanguis Astroism, and are looking at ways to form a new realm out of it.  Of course it's a townsland and towns can't form realms.  So we need to find another city to help it.

Which means we need either volunteers or voluntolds.

Who wants to join Astrum with the idea of forming a new Theocracy of the Faith through acquiring a new voluntold city for the task?

 ;D

13
Development / Re: Re-thinking peasant mobs
« on: December 20, 2018, 07:11:58 AM »
These are neat ideas.

Any of them could work I think, depending on how easy it is to implement them.

They are very good ideas though.  :)

14
Feature Requests / Re: Brainstorming: More Steward Abilities
« on: December 20, 2018, 07:08:47 AM »
That would be nice.  :)

15
Feature Requests / Re: Bring back old age penalties
« on: December 20, 2018, 07:08:15 AM »
I did end up deleting a character because of this age code.

I had lost my unit in battle one region outside my nation.  One region from the capital.  The trip to get back to the capital took me something like a week to move from one region to the next one and cost me most of my gold.

Random bandits would rob me, scratch me, the scratch got infected, and I would spend the next two or three days in a coma.  I woke up, traveled a few hours, and got attacked by another bunch of bandits who stole more of my money, scratched me, sent me into a coma, and wake up two or three days later.

The age code made it impossible to play, so I deleted the character and created a new one with the same name, in the same nation, and kept playing the same character.  Just with the storyline of the gods giving him new life.  Because I could.

Now here's the thing.  He was a HERO.  He didn't live long enough to be crippled by the age code because he sat back and never did anything.  he charged into battle and the bad guys just failed to kill him.  I TRIED to get him killed against overwhelming odds.  But they KEPT MISSING HIM.

So...I'm real glad the age code is gone.  It makes it much more fun to play.  :)

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