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.
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.