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Messages - Fleugs

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586
Helpline / Re: Woo me to your realm
« on: June 20, 2011, 10:47:38 AM »
People have referred to appointments in Ibladesh made as "completely untactful, non-strategic and senseless but entirely based on religious merit". Or maybe that's myself.

587
I personally despise the idea of duchies warring against duchies in the same realm. It would essentially destroys the last vestiges of team play in BattleMaster. If you want to fight another duchy, then one of you two should secede and proceed to get to fighting.

I beg to differ, and say the opposite would happen. Take a look at Ibladesh: 90+ nobles. Ask the players there about the team spirit, and I bet about 30 characters will just say that they are following orders but don't really feel involved in a realm, or have no specific individual character line that they are currently pursuing. The realm is huge and so crowded that not everyone can be involved because that would just turn everything into one very slow and inefficient war machine (or whatnot - I'm thinking of Melhed here). Some people just follow orders and rice prestige & honour, which is always nice later. There are a lot of nobles that actually get a promotion (this would contradict the idea that new nobles don't have a chance in large realms - totally untrue) but even then the "domains" are so split up, also due to the fear of spies, that even a simple region Lord has absolutely no clue about the greater military strategy.

Now, when you chop that realm up into 4 pieces, you will see 3 smaller realms with about 20 nobles and one medium realm (two duchies, e.g.) with 30 nobles. Smaller realms have a tendency to get more "loyal" players, reducing the risk on spies, thus opening up more of the policy for a realm-wide discussion. About twenty players discussing a matter won't necessary flood you with messages each day, and thus it would be possible for more people, to feel more connected. You would have one smaller army (that raises around 10k cs) fighting another duchy, with the same power. You would be more involved in battles and in the decision making progress.

These interducal wars would not lead to the utter destruction of another duchy. The idea to avoid falling back into forming gigantic empires, is having one larger duchy (the "capital" duchy, with 2 cities preferably) having the strongest power, capable of easily squashing another duchy into submission. Combine this eventual military dominance with a mutual religion, your Church can act as the number 1 glue to ensure that no duchies swallow one another. A duke steps out of line and effectively goes against all the policies of the "combined duchies", you auto da fe him and if necessary force some rebellious nobles into submission. Doesn't it work that way, then you have a small civil war on your hands - no problem, most likely the other duchies will team up in a promise of spoils of war.

You see that I am trying to construct some "player-agreement", which would in essence be an out-of-character understanding about some ground rules. It would pretty much be an extension of the current game rules (which are also OOC). I do not have a problem with going beyond the current game-mechanics to get into an OOC-agreement, as long as it doesn't turn into an OOC-clan. But it shouldn't. Rules shouldn't be bound to a player, but to a concept, making sure that the concept is respected. Besides, if anyone would break such an OOC-rule, it would just end up in what I described in the above paragraph.

However, what I find most important about this is our misinterpreted concept of a "realm" in Battlemaster. Taking a look at the Middle Ages, it doesn't take you a lot of understanding to see that we have to drop our ideas of nationalism. We, as players, are heavily influenced by several ideological/philosophical concepts of the past two to three centuries. Freedom of speech, emancipation, antisemitism, racism, ... These are a few examples of an endless lists of things that are well settled in our mind (for good reasons), but are completely absent to most of the Middle Ages - there will always be an exception to find, but even then, you cannot name those medieval conditions with an enlightened term. Getting back to the point of this paragraph, nationalism is another idea that simply didn't exist like it does now.

Again taking Ibladesh for example, I too make the mistake of, many times, inciting players "For Ibladesh!" or whatnot (your typical nationalist slogan). In fact, it is wrong. Knights in the Middle Ages didn't fight with their greater realm (let's say France) in mind. They fought for their land, and their liege. That liege might have fought for someone higher up, etc., until you end up with the king being under god. That fighting nobility might feel some loyalty to his king, but they would mostly act out of sheer selfishness, namely the promised spoils of war or simply gathering prestige. The regular knight would fight in the army of his liege, mostly his count or something of the like.

To summarize: I don't think that the team spirit will be destroyed, but I believe the opposite. Smaller realms will enable more possibilities and create a more coherent group. I'm thinking of Thalmarkin here - they're a wonder, attracting so many players for a one-duchy realm. It would not only reinforce that true bond that is so recognizable in medieval history - the one between the knight and his liege - but also allow a greater role for religion, as it becomes the glue or the "common ground" (also very medieval). 

I could go on and on about this subject, and there is much more about it that I have in mind, but until I get a chance of actually implementing this idea for real, I am still constantly evolving the concept and deepening out the historical aspect more and more.


Quote
Having said that, the loss of the message channel to be able to talk to each other is definitely a hindrance in what you're trying to do. Then again, if you're fighting each other, that common message channel will just be filled with so much crap, it will be intolerable. We had that happen in SA. Trust me, *not* having free access for both sides of a war to send each other messages at will is a rather large boon.

I'm not aware of what specific construction SA had, but I believe that these guilds should only be used in cooperation. In essence, when your "realm" fights another realm or goes on some form of crusade, you use these guilds to coordinate properly with eachother. When the duchies start fighting eachother... well, then it's time for either applying some established OOC-rules that will avoid this of happening, or a powerful figure to put an end to it (temporarily remove/disable/diffuse the situation). I think there are many ways to go around this. The idea here is not to have ALL nobles united in one guild. That should already have happened in the religion, for one, and defeats the concept of creating these smaller duchies with a more coherent group of players. Duchy first, then the "greater" realm. That summarizes the concept, really.

588
Declare a secession and then have similar-looking flags? Agree to a supra-national government system? Wish granted?

Something like that, yes. I was going to suggest it to Ibladesh using the Church as the glue for the "empire". In essence the highest power would still be located in the city of Ibladesh (having the rest of the dukes as "sub-kings"), but the dukes would have their own realm to run. This would allow for many more positions opening up (requiring less effort), thus probably attracting more players. Next to that, taxes can be increased by an average of 5% without problem.

The problem is that multiple guilds would need to be established to make sure that the current message groups don't go lost. You really don't want 5 generals to cooperate in a mutual war...

589
Ducal independence? Isn't that, you know, a secession?

No, it would mean that duchies would still wave the flag of a certain realm, but could engage in interducal wars and diplomacy. I.e. the centralized power is heavily reduced and will be replaced by several dukes with more power, that can (but therefore not should) fight amongst one another over regions or whatnot. It would inject a massive amount of fun into huge empires, I believe. I mean, imagine you would actually be fighting for your /duke/ instead of for your realm. Much more accurate, too. Medieval nobility didn't fight for their kingdom. They fought for their liege. That bond is not enough stressed in Battlemaster.

590
But despite them, these major empires are upheld. Realms like Ibladesh and Sirion are just too large (in a fun to play aspect).

Lies!  ;)

But the penalties are hard enough, in my opinion. Hence forth players should be encouraged to create smaller realms, for roleplay reasons. Which at some point I am going to do with Ibladesh, but I need to resolve this rather difficult war first. Our enemies aren't friendly... maybe because I told them I would wipe them out on East Continent. 8)

I've been a big fan of ducal independence for several years now, and the devs always tell me that "it's a plan for the future". But I'm tired of waiting. Too bad. Ducal independence would tear empires to shreds in no time.

591
Other Games / Re: Die2Nite
« on: June 19, 2011, 06:05:41 PM »
I can be found in game as "Fleugs", but I have absolutely no idea how to join you guys. If anyone can help me out.

Died once already. My arm was ripped off and, well... things went band from there.

592
Helpline / Re: Getting "a Good Mark"
« on: June 19, 2011, 06:02:45 PM »
Only the noble.

593
Ibladesh just accidentally swallowed Itorunt.

594
Development / Re: Retention Revisited
« on: June 18, 2011, 07:17:39 PM »
An interesting read, but kind of depressing. I have the feeling, at least in Ibladesh, that we attract enough new players but that we are not capable of making them stick around. I try my best as mentor to offer them all the help they need but I have the feeling that many new players just quit the game after they took a first few looks at it (maybe logged in a few times, then gave up).

If we wish to keep more new players, a friendlier form of "new player policy" should be introduced. By this I do not mean that new players are flamed upon (on the contrary), but that they simply get lost in the complexity of Battlemaster. The single thing I recall, when I began playing battlemaster, was storming into a Falasian army on my own (being a part of Eston). In retrospect that was utterly stupid but it should give an idea to what new players are up.

A more thorough "introduction" to Battlemaster would be nice to make more new players stick around. I know, there are always people that will leave, no matter how much you help them... Nevertheless, I was thinking of a thorough tutorial when you join the game, or even a small realm/mini-island/? in which new players would be guided by a few experienced players to learn the ropes of the game, and where they can get the full attention without being lost in the complexity of a rather large realm.

Another idea just came to me, too: a video tutorial (youtube?) in which someone explains the basics of Battlemaster, and takes the viewer in, say, a 5 minute trip through the game in which he explains certain aspects and gives several tips of do's and don'ts.

Anyway, I'm all up for helping out new players, including working on a (larger) project to ease their welcome into BM. Because after all, this game is magnificent, and I want everyone to enjoy it as much as I do.

595
Dwilight / Re: What is and what should be SMA?
« on: June 18, 2011, 02:14:00 PM »
I'm not very much affiliated with SA (I know little of the religion itself although I am part of it), but I do have the feeling that most people that are complaining about it, find themselves on the opposite side of SA. I think it's time to accept that one religion will attempt to dominate a continent (for now). I even applaud it. It's ambitious and it enables enough reasons to go to war for the next two years (at least).

I just hope that when the north has been completely SA'd (actually, it already has), there will be a change that will allow those realms to fight a war closer to their home. No crusades all the way down south.

596
Other Games / Re: Lords of Creation OOC Thread
« on: June 17, 2011, 10:23:50 PM »
Buin-ak

Zbartivlast's minions that dwell The Abyss (plane). Keep in mind that these are not entirely real creatures, as they exist in a plane, not the world. The Buin-ak are guardians of The Abyss and are horrifying upon sight. Though blinded by strong light, they have a good hearing and a general "sense". They run fast and jump high, but it is possible to escape them by flying (until the Abyss shape-shifts and you are on the ground again). The Buin-ak feed on one's brain, but will most likely eat everything of their victim. They run around in small packs, between 9 and 15 of them. Sometimes they fight amongst each other.

Goralian

A huge land mass (huge land mass, ~1,000,000 sq mi.) has a tremendous biological diversity. Some places are hospitable to the most creatures, others are dry and dangerous. Goralian is not yet connected to any other land mass and is thus to be considered a "continent" on itself

Eyonoi

These creatures, an intelligent species, are half humans, half orcs-or-whatever-is-evil. You might say they look somewhat like zombies. A grey, dark skin, unicoloured eyes, average height... Very crafty people but cruel for nature. Live a nomad's life (for now), destroying most of nature they meet on their way, using its resources to stay alive. When groups of them get lost in inhospitable terrain, they feed on each other's flesh and blood (cannibalism occurs). Unorganized beings without a clear society. Dwelling on Goralian without a clear purpose. Can sometimes be utterly retarded, which might cost them their life.

Black Kingfisher

Zbartivlast's avatar (currently interacting with the Eyonoi). Can only make a few shrieking sounds, but is capable of telekinesis, mind control and what not. Albeit it being a rather beautiful bird itself, the avatar has a frightening appearance. It can grow or shrink in size and move rapidly (skipping "chunks" of land while moving). Usually resorts in the woods to watch others.

597
East Island / Re: Predictions of the EC Wars
« on: June 17, 2011, 07:05:03 PM »
Great part of Caligus' income comes from the southern duchy.

If they lose the duchy, they lose a good amout of income, and with them holding Leibo, they also have a great food source region.

Hamadan produces more gold than Isadril. Not in total, but what is left over after paying for the militia.  8)

598
Helpline / Re: Random preaching results
« on: June 17, 2011, 05:28:24 PM »
Preaching is a game of luck.

599
Dwilight / Re: Barca
« on: June 17, 2011, 04:32:31 PM »
I was just thinking of an example from history of the relationship between Vietnam and China. While they did war with one another occasionally, Vietnam was a tributary and protectorate state of China, off and on, for many centuries.

Everything in the Chinese neighbourhood was a tributary state of China.(until Japan became an Empire itself). That's just how the Chinese rolled.

600
Dwilight / Re: Barca
« on: June 17, 2011, 04:00:58 PM »
I agree. Smaller realms could simply pay tribute (and lip service) to SA, bide their time, maybe even infiltrate their ranks... waiting for the right time to strike. Or defect to them, betray your realm, get out when the getting is good. The possibilities for roleplay and interaction are unlimited, no matter who is "winning."

That would be so awesome. But most realms have "too much pride". They refuse to convert and/or pay tribute and so they decide to fight until they die. Which is a shame, really. It would make for even better roleplay to have "subject" kingdoms.

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