Quote:
Originally Posted by Lance
This has nothing to do with old people vs. new people. This has to do with whether the kingdoms and their people roleplay or not.
No, we don't tolerate it when people in role-playing kingdoms do not roleplay.
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Anything is possible for the person who doesn't have to do it themself, I can't speak for CP but regarding the general decline the GK framework doesn't encourage RPing that well. It did, when the average player was lvl 6.
I am all in favor of kingdom leaders doing what they can to encourage RPing, but I think that more needs to be done than throwing blame around. When people were lvl 6, on average, you could roleplay during wartime, the outcome of battles were never certain, and having enough boards and cannon balls and equiping the soldiers with even basic weapons and armor from the HH (unblessed) could turn the tide of battle.
What we really need, is some way to figure out the right direction for GK to take that can remedy these problems, and I can only expect it would take some adjusting of game mechanics. Its too easy to throw around the statement "let their members not RP all the time" and let all the weight fall on that but its not that easy. Doesn't mean we should give in - just that we need some way to move things forward.
I think that all the kingdom leaders, with some staff members and a few hand picked kingdom members, should work out some plot lines that everyone can have fun with.
I would personally support the Crescent Pirates engaging in active piracy in main waters, and should they fire on a dustari ship we would send naval ships after the pirate ship in question. Perhaps a punitive raid on the pirate shores if there is a lot of activity or if it goes into Dustari waters, but its not like CP would have to worry about being conquered or such.
Here is an idea to aid piracy in GK:
Add a mineral mine to each kingdom island, not for normal components but perhaps stones like 'raw jade' and such, different kind to each kingdom.
Add a standard 'Cargo Chest' to ships, that you can load up with as much ore as you can fit. No one can take it out, but each kingdom island, far enough away, could have a dock at a processing center, that acts like the stone crushers at the normal mines. You dock, talk to an NPC, and it pays the person 'jade' that is worth something when sold to NPCS thats based on the amount of ore in the hold. If a pirate sinks the ship, then 1/2 the cargo load gets transferred to the pirate ship's cargo hold and the rest is lost. Then you can have full on convoys when you mine enough, and do everything you can to get your ships through.
Also, if navy ships sink the pirate ship that has been looting for a while, it will make a profit by seizing 1/2 the pirate ship hold's contents.
Perhaps instead of a mine, you can hit special flowers on an isle to get 'raw spice' that grow randomly in the forest, and jewels from another, and that sort of thing.
To make it more interesting, each ship could have a 'view stats' that in the F2 window, prints how many ships that ship has sunk, the total tonnage of cargo it has captured, and the time it has been at sea. Then it could be a matter of pride for naval captians and pirate captians to keep their ships in one piece.
[side note, it would only be processed by going to the dock, not by walking up on foot, and perhaps we'd have to bar people carrying that stuff from entering the dungeons, maybe they are cursed by demons that hate spices, I don't know the excuse but travel should be forced to be by sea]
Now, I know I have been talking game mechanics for the last several paragraphs, but you have to admit, game mechanics like that can go a long way to making not just being but
acting like a pirate a lot more appealing, and with a bit of help from the staff scripting team, it would be a game mechanic addition that is very complimentry to creating a vibrant pirate RP atmosphere.