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Guards, Scouts and Players - Lara - 07-17-2019 I can not find our notes on this, so this may not be as well thought out as the original idea was when we were in the middle of it. I'm just going to jot down my best memory of it, and Mith and I will have to put some focus into it. First, there are two different types of usable tiles in RPCSS when before there was only 1. We need to know which tiles have players living in the hex vs those that are not available for housing. So populated vs arable and wilderness. Fictionally, NPCs live in all of the hexes, in one form or another, but you can't show every necessary NPC house on a UO map, we have to use our imagination. Second, every populated hex controlled by a Noble House will have the option of calling for guards. These guards are not out right hostile until activated. Does the house have to pay for guards in every one of their populated hexes? Do they get free guards in their home hex or any of their fort or castle hexes?
So if you are a member of the hex controlled house/guild the guards are friendly to you. If you are a member of an ally house/guild, or using a disguise kit the guards will be friendly to you. If you are from an enemy house, the guards will "eye you with suspicion" but not DO anything. We need players to be able to go to events in enemy areas to RP out conflict.
Third, when an army is in a arable or wilderness hex it will show up with scouts and men-at arms in the spawn with the "Champ Spawn Trigger MOB".
So we have added the scouts which are hostile to enemy PCs and "try to warn the main army". These guys should be easy to avoid or draw out and kill. They are not very bright. If a scout succeeds in trying to warn one of the men-at arms, they will try to "pass the word on" to the other men-at-arms. If one of the men-at-arms is close enough to the champ trigger mob then the champ spawn will POP. Fourth, What happens if the army is actually IN a populated hex? I can't remember what we decided for this.
RE: Guards, Scouts and Players - Lara - 08-24-2019 Guards, updated notes from tonights discussion. Guards should respond to "Guards!" in any area on the map marked as populated, fort or stronghold. They don't need a spawn location, because they will come to the player(s) that call them. Only two guards come for the average person and those two guards are tough but not insta kill. Warlord, spy master and coin master of the guild controlling the hex can call up to 4 guards. Leaders can call up to 6. Guards do not stack. Guards defend in the following order, regardless of who is the actual aggressor: - Citizens - Allies - Unallied PCs or those in Disguise Note, Unallied PCs will not be defended against other unallied PCS, only against enemies of the guild controlling the hex. Additional Note: Allow enemy guilds to "pay off" the guards so their response is modified in some balanced way. RE: Guards, Scouts and Players - Lara - 08-24-2019 Additional: If the army is actually in the hex when the guard is called that means soldiers are bivouacked in the immediate area and the response should be SIGNIFICANT. I'm not sure what these means game way, but more then just the guards should generate, perhaps it should trigger the champ spawn? Attacking a populated/fortified location with their army within the walls has got to be a "are you kidding me?!" kind of response. We have scouts and the ability to determine where armies are with some basic preparation, no enemy should start a PvP battle on a populated/fortified hex and not expect overwhelming response from the army in town. |