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  #1  
Old 02-10-2004, 06:49 PM
Monkeyboy_McGee Monkeyboy_McGee is offline
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Question A war system!

Hmmm, as we all know, wars are one of the many many faults in the Roleplaying system - right now, they are impossible.

Step One.
The attacking kingdom lands on the shores of the Defending kingdom.
They are then allowed 30 minutes to build from stone fortifications and such (with supplies they brought with them, obviously) a fort of whatever shape and size they wish/are capable of. If the fort does not join up completely around the edges with at least 1 fortification, the attacking kingdom is disqualified and the war will have to happen at another time. Also, if they have not completed the fort within the 30 minutes allowed, they will be DQed.
During this time, the defending kingdom is not allowed to go near them
Once the fort is finished, the attacking kingdom is allowed 10 minutes to organise it's troops inside the fort. (kicking out those that disobey XD). Then step two is initiated.

Step Two
This is the Defender's time to attack. Once the 10 minutes are up, regardless of whether the attackers are ready or not, the Defenders are allowed to lay siege upon the fort.

NO MAGIC IS ALLOWED HERE AT ANY POINT
If earth to dust is used, the member who cast it will be removed from the kingdom immediately, without question (he may be allowed back in after the war, or not, depending on that particular kingdom's laws).
-------------------------------------------
If Earth to Dust is cast at any point during step two, the defending kingdom is Disqualified. Step one must be repeated, and if the Defending kingdom is DQed a second time during step two, they lose the whole war right there and then.
-------------------------------------------

Anyway, back to the point. During Step Two, the defending kingdom's objective is to punch a hole 6 fortifications wide in the fort. This breach is only accepted once there is a clear passage from the inside to the outside of the fort.
The objective of the attacking kingdom here is to defend their fort. They are allowed to shoot arrows over the fortifications (as is the defending kingdom) and they are also allowed to "repair" their wall by adding new fortifications to the wall. So, the attackers could make the wall look like this from an aerial view:

--------------------- (note, the ..... represents a gap)
------.........--------

But the defenders could repair the wall so that it looks like this:

...........----------
-------------------------------
----------.........--------------

-The wall is still classed as a wall two fortifications thick-

IF THE WALL IS COMPLETELY BREACHED, AND A MEMBER OF THE OPPOSING KINGDOM MANAGES TO GET INTO THE FORT, THE FIGHTING STOPS IMMEDIATELY!

Step Three - The Battle
Once the fort is breached, the battle here ends and the two kingdoms both move to opposite ends of a predetermined battlefield which both kingdom leaders negotiate and agree upon.

Here, twenty minutes are allowed for both kingdoms to prepare for the following battle, and for any kingdom members who fell at the fort to get back to the battle scene (having been healed and patched up by priests, of course ).
Once the twenty minutes are up, the two opposing sides must charge at each other and fight. This is the only stage in which magic is allowed.

The last Kingdom standing wins


-------------------------------------------------------------------------------
Final Note:I know that this war system CANNOT work right now, due to the major issues in Player VS Player fighting. But still, it's a start!

Tell me what you think, people!
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  #2  
Old 02-10-2004, 07:25 PM
Borgie Borgie is offline
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didnt expect that but... the idea is really good O.o
about earth to dust: it should be completely removed...
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  #3  
Old 02-10-2004, 07:41 PM
Khallos_2k2 Khallos_2k2 is offline
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The main problem will be people who do not adhere to the rules.
And you'll need someone to keep the time and mass when time is up etc.
It's quite a good idea though.
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Old 02-10-2004, 08:42 PM
Monkeyboy_McGee Monkeyboy_McGee is offline
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Quote:
Originally posted by Khallos_2k2
The main problem will be people who do not adhere to the rules.
And you'll need someone to keep the time and mass when time is up etc.
It's quite a good idea though.
Yeah, i think the only way to do it would be to have several (maybe 1-2 per kingdom) RolePlay Admins with warp rights, which arises problems in itself
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  #5  
Old 02-10-2004, 08:53 PM
GoZelda GoZelda is offline
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The main problem is that not all wars are fighted in the same way...
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  #6  
Old 02-10-2004, 09:55 PM
Monkeyboy_McGee Monkeyboy_McGee is offline
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Quote:
Originally posted by GoZelda
The main problem is that not all wars are fighted in the same way...
Yep, but battles are, essentially. And even if they aren't, graal isn't limitless, and so these battles would have to be all the same if people want overall enjoyment

Other stuff involved with wars, like assassinations, ambushes, sabotage, etc would have to be done separately. Possibly even different rules and methods could be written for them.
For example, if a kingdom wanted to ambush another one, the attacking kingdom and the target kingdom's leaders would have to get together OOCly and arrange something.
The target kingdom would get their kingdom together and take them out on one big patrol or something, only knowing OOCLY that they will be ambushed.
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  #7  
Old 02-10-2004, 10:31 PM
Khallos_2k2 Khallos_2k2 is offline
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One main problem with wars:
TO have wars with the maximum amount of players, both sides will have to know about a battle. So, if this is the case, how can one kingdom ambush/secretly attack another? Good RPers would be needed, whch GK doesn't have many of....And ,to be honest, whos gonna know whether the leaders tell their people what's gonna happen?
And assassinations? People would say "omg nu i dunt die, my leet mith+18974328 protects me then i pwn joo with my pwnage sword gov+3476326 dam+357627435"
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Old 02-10-2004, 10:35 PM
GoZelda GoZelda is offline
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If you attempt to RP-kill them, they kill you with the sword mentioned before, and if you normally kill them it didn't went RP-wise x-x
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  #9  
Old 02-10-2004, 10:37 PM
Khallos_2k2 Khallos_2k2 is offline
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Exactly...
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  #10  
Old 02-11-2004, 01:02 AM
MasterNuke MasterNuke is offline
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My idea for Kingdom Mode...

Kingdom mode should be completely seperated from the Peaceful/Battle system in currently...

Kingdom Mode consists of it's own set of characters... when a person somehow obtains a kingdoms tag... they either create a new kingdoms mode character or reappear as an existing character in their class's quarters(barracks, mage tower, or whatever safe haven they have... maybe even their own kingdoms mode house)

The kingdoms mode levels are to be completely separate from the normal modes.
One starts on their nation's island... as a brand new character...
To develop your character... you develop just like you did before... except you can also offer items to your Kingdom's storehouses/armorys/etc. and you can obtain Kingdoms Points which can be used as a way to show dedication to other players, or it can be spent on items or experience.... for every kingdom enemy you kill, you also get points.

What happens to main island? It is changed... every monster is revamped to be a pain in the rear and forts are placed everywhere.... conquering these forts will give members of your kingdom bonuses such as +1ac or +1 wc... or for example a fort in the snow mountains giving a bonus to cold resistance...

But there are also forts on the kingdoms islands as well... You gain greater bonuses from them... but the kingdom that loses the forts take morale penalties and the opposing kingdom can take a limit of 10 items from the conquered kingdoms stores per day.

Stat things:
There is a level limit of 10 (maybe raised)
Each class starts with at least 18 in its primary stat, at least 16 in its secondary stat, and the rest must be rolled for.
Experience is gained by killing monsters on main island... monsters in kingdom dungeons, or killing enemy players...
Experience loss is 15% of what you have... consider it a privilege... most people usually don't usually come to life... but you respawn in the medical place thing in your kingdom and you have a thing called Death Weakness... which doesn't let your health regenerate past 10% or 5 hp(depending on how much HP you have) for 10 minutes.
You can only wear items that have the (Kingdoms) flag on them...

And I'm all out of ideas... feel free to add/subtract/multiply/divide
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Old 02-11-2004, 01:34 AM
Satrek2000 Satrek2000 is offline
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Hm... I'm in favor of a war-system, but Ed, I think your approach would be too complicated and complex - practically adding a new section to the server, or replacing it entirely...

As for a system, I think it should at least have the ability to assign a battle-zone (say center, north, north-weat, west etc of each kingdom island), prevent respawns there while the battle is lasting, allow for the use of magic and prayers, maybe in some way restrict enchantments on armour, and add a kind of uniform look to the kingdom members for easier fighting - say a special helmet or something. That certainly leaves a lot of space for additions... and I think forts should have some kind of heavier weapons to fend off attackers - I'd love to see a catapult in action, raining tree seeds on any foe
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Old 02-11-2004, 05:31 PM
axman36 axman36 is offline
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NO MAGIC! what are sorcerers supposed to do(even though I learned the scroll of melee weapons) and I made something like, I also called it a wawr system, except, I want npc fighters for the war, MAGIC(including earth to dust) and the war going to last a very long time.
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Old 02-11-2004, 06:37 PM
Monkeyboy_McGee Monkeyboy_McGee is offline
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Yeah, my system is impossible to use right now i know, cos of the lack of decent RPers also. We could just scrap kingdoms alltogether and replace them with small little clans (still only 5 though!!1!!!11!1!) that have their own little hideouts on one big RolePlaying Island. All the best RPers from the kingdoms should be placed into command of the clans and we could just live out our days like that; just a tight little group of decent RPers, ignoring the rest of the server that can't/don't want to RP well. =x


Anyway, back onto serious ideas....i don't like Ed's much, it requires too much screwing about by our non-existant members of staff, and still promotes non-RPing a little bit. "Experience is gained by killing monsters on main island... monsters in kingdom dungeons, or killing enemy players... ". Also, if there were to be forts on main...firstly, the lowly bums that don't want to be kingdomers would interfere, and secondly...what would the lowly bums that don't want to RP do, if we're taking up all the room on main?

And to axman: I said no magic, and no earth to dust in particular, was to be used in steps 1 and 2. In step 1 no magic is allowed because no attacking at all is allowed, duhhhh. And in step 2, i said no magic because...EARTH TO DUST WOULD DESTROY THE FORT IN 3 SECONDS, DUFUS. Also, it would be no fun AT ALL if you just had a few mages casting icestorm over the fort walls, killing everyone inside within seconds =/
Remember, these wars are about Roleplaying and Fun, not "pwnage" in 10 seconds flat.
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  #14  
Old 02-11-2004, 08:31 PM
Satrek2000 Satrek2000 is offline
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I agree that earth tu dust is something of a problem. So are laggy spells, specially lightning. I have to ideas that might both work.

1. would require some stationary structure arround which the fort would be set up - say a well and a small area for 2 kinds of altar. There, priests would pray, and mages would, well, fire bullets at a target or whatever, to charge a shield. If it is properly charged, it prevents enemy mages and priests from casting anything close enough to hit.

2. limit it to one spell a minute or something.
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Old 02-11-2004, 08:35 PM
Monkeyboy_McGee Monkeyboy_McGee is offline
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Quote:
Originally posted by Satrek2000
I agree that earth tu dust is something of a problem. So are laggy spells, specially lightning. I have to ideas that might both work.

1. would require some stationary structure arround which the fort would be set up - say a well and a small area for 2 kinds of altar. There, priests would pray, and mages would, well, fire bullets at a target or whatever, to charge a shield. If it is properly charged, it prevents enemy mages and priests from casting anything close enough to hit.

2. limit it to one spell a minute or something.
Heh, you love that shield idea, don't you
It's a really good idea though
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