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Topics - House Talratheon

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Feature Requests / Allow Judges to post bounties in realm regions.
« on: February 13, 2013, 06:03:52 AM »
Title: Allow Judges to post bounties in realm regions.

Summary: give judges the option to post bounties for monsters and undead in regions within the realm other than their own.

Details: Simple, give judges the option in command to post undead and monster bounties for adventurers to partake of.

Benefits:
- Allows judges not only to Hold Court, but to also use personal funding to post bounties.
- Allows Lords a degree of saving gold, as well as knowing a Judge can both hold court and post bounties in their absence.

Possible Exploits:
- None come to mind.

2
Feature Requests / Army War Chest Options
« on: January 16, 2013, 02:19:32 PM »
Title: Army War Chest Options

Summary: Options for sponsors to allow the war chest distribution to be adjusted accordingly.

Details:
As it currently sits the war chest covers training, repairs, and sea travel by 50%. I propose to include options to include wages and perhaps even recruitment wages beyond that to also include the percentages therein. for example.

Sponsor - Duke Morguth:

Wages: 50%
Training: 50%
Repairs: 50%
Travel: 0%

Duke Morguth decides he doesn't feel like paying so much for the army, so he makes changes.

Wages: 25%
Training: 25%
Repairs: 25%
Travel: 0%


Benefits: More financial power to the sponsor i.e. good sponsor = greatly funded army. Due to options to spread funding to various expenditures armies would have the ability to field longer (though usually this is considered a bad thing) Also allows and encourages sponsors to be generally wealthy.

Possible Exploits: Only that a small army could be better funded than a large army and have a significant advantage.

3
Feature Requests / Adventurer elevaton to Nobility adjustment
« on: October 27, 2012, 07:00:42 PM »
Title: Adventurer elevaton to Nobility adjustment

Summary: Increase difficulty of adventurer of becoming noble requiring 3 recommendations then King's (of his/her realm's) approval.

Details:
  • Adventurer gains three recommendations. 
  • Adventurer gets option to petition King having his recommendations allowing King to see who signed and decide to elevation or deny until he/she so wishes
  • If King denies him he can leave the realm or brown nose more, who cares he's just a commoner.

Benefits:

  • Ensures King controls commoner to nobility appointments as stated in BM wiki -
    Quote
    Blood is everything. The idea of 'elevating' a mere commoner to a noble was disgusting to many, and this was an extremely rare act, reserved for people who had done tremendous service to the Crown.
  • Creates a tiered system requiring a commoner to impress both Lords and King to gain ''elevation''
  • Prevents or inhibits OOC fast tracking of commoners.
  • Influences correct nobility to commoner interactions.

Possible Exploits: None come to mind

4
Feature Requests / Changing Reverted Bonds
« on: October 01, 2012, 09:37:03 AM »
Title: Changing Reverted Bonds

Summary: Currently as the system is paused characters from auto paused, cold pause or vacation pause have their bonds reverted to the King. Their bonds should be reverted to direct liege. After all, all gold they earned within said estate was earned under the allowance of their direct liege.

Details: Change the code to send bonds to the Direct Liege instead of the King
  • Inactive/Paused Knight's bonds --> Regional Lord
  • Inactive/Paused Regional Lord --> Duke
  • Inactive/Paused Duke --> King
  • Inactive/Paused King --> Equally to Realm Dukes

Benefits: Benefits that Regional Lords hom have had long standing knights who suddenly go inactive are given the fruits of their knight's labor rather than to the King. As bonds are sent to regional lords rather than to King are likely to be used in the regional expediently than held by King or sent to family.

Possible Exploits: None come to mind

5
Wiki / Battlemaster Wiki Team Proposal
« on: August 04, 2012, 01:52:39 PM »

I had an idea, now hear me out here I can do the wiki easily but as you may know that's a big battlefield and it will always help to have more people on board for a diverse and helpful wiki. What I propose is the formation of an official wiki team this team works with developers on a low level advisory role to learn and understand updates to the fullest extent so that they as a team can publish the best manuals and information available.

However what is ultimately in demand is the time of this team, people want to only press as much time as they can afford to a volunteer effort. So in the basis of establishing this team what if we offered a incentive to be a part of this team say... a stipend of gold deposited into their family wealth and longer term members of the team depending on their activity may even get bonuses such as family fame, a unique item for the character of their choice etc, from Tom and the staff.

This helps the wiki maintain a current status and gets a team on board to "actively" keep it up to date. The Wiki team would have no powers other than the simple fact of maintaining the wiki to adhere to the information of the current time, and observing the board to ensure it's kept clean and in accordance with the Social Contract and IR.

This team would be headed by a Department head who would report weekly directly to Tom/Dev Team on the activity, what has been updated, modified, problems to ensure activity on the end of the team as well as list names of those on the team who were active and deserve compensation. An example of the report outline would look like this.



Forum Name:Talratheon
Position: Wiki Team
Date: 2012-03-08


WIKI TEAM DETAILS

Team Members:
Talratheon
Joe Blo
Barbie
Mary Jane
Jenna Jameson


Assignment: Updating the manual before moving on to other aspects of the wiki, including region descriptions in accordance with in-game descriptions.

Activity: Daily Activity on both IRC and Game and Forums.
Comments/Questions/Suggestions:

  • Joe Blo is currently very active making changes to the security page and behavior page ensuring contributions immensely *link*
  • I currently finished up on the trade wiki page to match the current and also began following up on -pages revolving on the game mechanic of caravans to ensure fluid information.
  • Barbie and Mary Jane are currently inactive, and have made no contributions or maintained contact, will consider removal from wiki team within 3 days if no progress is made.
  • Jenna Jameson made full headway on the new priest class page, having experimented with the class head on and really getting deep into the aspects of priest game play.
So a report would more or less look like that to keep you and whom ever you wished it Cc to involved and knowledgeable of the changes being made.



I think the development of a wiki team will ultimately help the server grown and population base grow as while we are an ever evolving game the information at hand will also be ever growing, and it is paramount that new player can read the manual and quickly learn the play style of the game before getting too frustrated by the lack of help or ignorance of the game.

The wiki team would also monitor obscenities working together to keep all information factual, educational and to the point.

The team would also be responsible for the forum moderation of the wiki forum as well as making weekly announcements on the changes and updates make on the Battlemaster wiki and also answer wiki related questions to the forum member base.

What does everyone think of this idea/proposal?

6
Feature Requests / Extension of Bulletins
« on: June 27, 2012, 12:28:53 PM »
Title: Extension of Bulletins

Summary: Basically to simply extend the length of the realm councils bulletins, many times I've typed out a nice descriptive bulletin only to press submit or preview to see the last couple of sentences have been cut off due to character limitations. I wish to have the character limitation extended so we can add more for the realm to read.

Details: Just make the bulletin able to hold more characters or ideally sentences of maybe 500-1000 words?

Benefits: More words in the bulletin.

Possible Exploits: None come to mind at all.

7
BM General Discussion / A new continent?
« on: June 27, 2012, 05:14:44 AM »
While we have regular continents that offer 2 turns per day, and the Colonies that offer 1 turn per day.

What if we had a continent not for the faint of virtual heart that offered 4 turns a day, i.e. 1 turn per six hours where everything would speed up and while it goes against the dogma if requiring only 15 minutes a day to play it would be a continent for the "more active" players. it would also be a place where it would be common to see battles involving the same characters occur up to 4 times a day and for people to be on their toes to succeed, since things can change so quickly.

What are your thoughts?

8
Feature Requests / REJECTED: Adventurer's as possible Infiltrators
« on: June 23, 2012, 01:14:42 PM »
Title: Adventurer's as possible Infiltrators

Summary: Adventurers have the ability to hunt monsters and undead, and while that serves a purpose and it's all fun what if an adventurer decides he's rather hunt something different that he'd rather hunt a nobleman for sport or for bounty.


Details: Adventurers apart from having the ability to fight monsters/undead could aid a realm or work in tandem with a noble for the nobleman's benefit or be a rogue sell sword to the highest payer. Adventurers would have the ability to attack nobles for only 10-20% of the bounty on the bounty board (who would wanted to pay hundred of gold to a commoner anyhow?) Maybe even be able to attack a nobleman and if successfully in killing him take his artifacts. However if one were to get caught, he'd definitely face the block of the headsman, filthy commoner.

Benefits: Gives more options to Adventurers than to usual grind of monsters, rest, monsters, rest, monster - injured - rest. Allows adventurers to change the entire course of a war, based on offers of gold and personal fame one could become the murderous example of robin hood running from realm which want him dead only to return once in a blue moon to fulfill a contract.

Also could do illegal activities such as burning farm stores and trying to get away, blocking roads etc.. or finally get back at the noble who have soldiers gang up on you while he kicked you in the dirt from his high horse that pompous bastard.

Works as the gold sink where adventurers carry out bounties and only collected 10-20% leaving the rest to poof into the matrix of battle master

Would allow nobles to pay more attention to adventurers and know which ones to trust in their regions and question why others have come.

Possible Exploits: Where to start..
  • One could potentially befriend or use OOC methods to work with other adventurers for the sole purpose of destabilizing a realm through mass assassination attempts of course also risk more than half being unsuccessful and dying via execution.
  • Could destabilize an RP environment if an adventurer were to gain significant skill and be very good at assassinations allowing them to disrespect a noble, still risking getting arrested or ganged up on.
  • Many adventurers could organize together within a guild or secret society similar to Elder Scrolls the Brotherhood of Darkness creating a subsection of adventurers to fight and kill wanted nobles (honesty kinda of a good thing too.)
  • OOC: Grudges could be carried out and abused through constant creation of an adventurer though he being executed to harass a single player.
  • Clan Abuse: enough said, possibilities there are endless.
  • A group of adventurer could stop a moving army by simply taking out some of it's nobles.

(However all exploits risk the adventurer getting caught, or randomly arrested and beaten up.)

9
Feature Requests / REJECTED: Blacksmith Paraphernalia
« on: June 23, 2012, 12:43:50 PM »
Title:  Blacksmith Paraphernalia

Summary: Paraphernalia nobles whom have units may recruit for the purpose of minimally repairing his unit's armor and weapons in the field and during travel, however not as extensively as if a noble were to visit a city to get it all repaired.

Details: Simply recruit blacksmith paraphernalia with your unit, and their sole purpose as they are paid is to mend and repair weapons and armor in the field to give units the ability to stay in the field longer considering the noble in question has the gold to pay him. However unlike healer units and scouts the black smith would demand a higher sum of gold considering how much repairing he's done that week, however he will not able to repair all your damage merely the minimal amount due to his own lack of supplies.

Benefits: Keeps fighting units in the field longer without the requirements of visiting cities just to meet repairs, works in conjunction as an additional gold sink for nobles able and or  willing to afford the services of a blacksmith. Would give more diversity to war, where as nobles requesting gold to afford services of blacksmiths to travel with their units.

Possible Exploits: None come to mind.

10
Feature Requests / Laborers/Builder Units
« on: June 09, 2012, 02:52:59 PM »

Title: Laborers/Builders Units
Summary: Recruitable units quite the opposite of Infantry, Archers, SF and Calvary. they would be builder units who unlike the combat based units excel at civil work, certain  types of take overs, repairing infrastructure of a region which could be open and most reasonably used with Courtiers. Would given Courtiers a boost in their personal abilities of helping a realm in maintenance, while still having to dish out gold weekly like a warrior on their men.
Details: Simply create a new unit type that doesn't lose Morale doing civil work, excel at doing the work and other courtier duties.
Benefits: Balance out as a gold sink for Courtiers to maintain a realm especially in damaged regions where they may recruit a large amount of labor force to help repair a region. Or keep a small fit unit of laborers. would have same options such as training them to be more effective, keeping thier morale high. However combat wise they make good meat shields.
Possible Exploits: Using it to give the appearance of alot of men when moving with a main army. Keeping them in cities would certainly add considerably to their defense making them formidable when they aren't intended for such.

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