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Messages - House Talratheon

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Feature Requests / Re: Adventurers as possible Infiltrators
« on: June 23, 2012, 02:22:42 PM »
I believe this has between rejected before for several reasons, one of which is that an Adventurer could assassinate someone and then be two regions away several seconds later.

There are several ways to counter this,

  • Force the act of assassination or assault to take up to 12 hours it would drain an adventurer of his hours for planning and execution of the act and leaving him only 4 hours to escape if he could. Or all your hours.
  • Unable to travel as you are currently in hiding in hopes guards do not find you
  • The concept of being caught could even mean death, such as. Thought you sneaked into the Lord's estate easily you were caught by a nearby guard who quickly subdued you and arrested you finding a poisoned dagger in your cloak." Either way if you're caught and a commoners it would be a sure thing you'd be executed.

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.)

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.

Dwilight / Re: Luria
« on: June 16, 2012, 06:17:56 AM »
Congratulations to Levon Arrakis, new King of Luria Nova.

Dwilight / Re: Luria
« on: June 16, 2012, 06:07:32 AM »
It's almost worth pausing my other character, just to create one named Romeo, and challenging Tybalt to a duel.

lolz, nice one.

This Forum / Re: New Moderators Wanted
« on: June 14, 2012, 12:56:23 AM »
Hell, I'll volunteer on which ever board is in need of me even if all of them. I've had moderator experience on boards that covered alot of MMO's to name one and I can dedicate 6-8 hours daily on the forums (even though I mostly read than post)

Feature Requests / Re: Laborers/Builder Units
« on: June 09, 2012, 05:06:18 PM »
Courtiers are usually less prestigious and honorable than a Cavalier or Warrior Noble anyhow, it fits in and makes the courtier class more applicable and impacting on a realm.

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.

Feature Requests / Re: Industry buildings for Knights and lords.
« on: June 09, 2012, 02:29:42 PM »
Doubt it. All the infrastructures you will build will stay with the region you are building in.

I think once the dev team manages to add this, we will see many people sticking around with their estates.

I agree people tend to stick it out for something they've worked for rather than what was given to them. It's usually why regional lords stick around longer than the knights, they worked to gain the region and will work hard to keep it or claim a bigger more profitable one. But psychological study of the human mind proves that if they (a person) worked on it even for a small percentage of time they are more likely to stick or persevere with it even if it would be better logically to abandon it.

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