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Main Forums => Suggestions => Topic started by: I love cats on March 07, 2015, 06:26:16 AM

Title: Guard/arrest wands
Post by: I love cats on March 07, 2015, 06:26:16 AM
These  were an awesome feature in chapter 1 allowing law enforcement PCS to call for backup, and even teleport people to jail cells. I do not understand why it is these guard/arrest wands were taken away in this chapter. In fact one would think that Mystryl's rebirth making the sending range stronger would make the guard/arrest wand range stronger.  

Its a bit silly to me that this feature was removed. In fact it baffles me that during the time of Mystra the Spellguard could magically send people to their towers with wands but Mystryl would say no to this? I say bring this system back for story line purposes an that they were cool.
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Post by: glutenfree on March 07, 2015, 06:27:59 AM
These were utterly ridiculous and had less of a place in EFU then than they do now.
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Post by: Kinslayer988 on March 07, 2015, 06:49:10 AM
I remember these, very cool things that would be wonderful to have again.
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Post by: glutenfree on March 07, 2015, 06:51:54 AM
This makes a factions job far too easy.  Getting someone back to the cells shouldn't be as easy as waving a wand.  I could see large fights breaking out then people using it to transport their subdualled foes midfight despite the battle still being on going.  Or someone using it to teleport away their teammates to safety.
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Post by: Blue41 on March 07, 2015, 01:27:13 PM
The potential of being able to rescue a captured ally being escorted back to Sanctuary from the In-Between should outweigh the OOC conveniences (because that's what it was) of instant prisoner transmission. EFUA had its share of daring breakout attempts in the Warden's Plaza and they were a lot of fun. Wands should stay gone.
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Post by: I love cats on March 07, 2015, 02:31:33 PM
Wands in the storyline of Sanctuary were a very IG thing. It even made the Spellguard and Upper authorities even more scary. It just makes little sense to me why IG the wands are gone. As far as teleportibg team mates to safety if you see that start executing the subdued the instant they start.

I stand firm that from a story telling perspective the idea that before Mystryl the Watch and spellguard had better magics to do their job is silly. To call arrest wands OOC also ignores IG history. Even the old sanctuary lawbook makes mention of refusing to stand still for an arrest wand. If necesarry I will work ingame towards bringing arrest wands back/finding out why they dont work anymore even if DMS decide to shut down this suggestion. Also the old arrest wands only worked in Dunwarren so maybe criminals will decide. "Lets do our deeds outside of Dunwarren." and adapt to the change.
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Post by: HalflingPower on March 07, 2015, 03:09:48 PM
Perhaps the magic is now unstable now that Mystryl is the goddess of magic and they have not found a reliable/stable way to do the arrest wand thing.

Maybe you should try to pursue this IG.

Find the reason why they don't exist anymore.
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Post by: Wiggyboy on March 07, 2015, 03:19:44 PM
I'm sure it might make a lot of sense from a storytelling perspective.

Utterly undesirable from a balance / OOC perspective though. I think it's safe to say they'll never be making a return in their original form, since we have shackles / blackout now to deal with players that are unwilling to roleplay being subdued and captured.
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Post by: Oskar Maxon on March 07, 2015, 03:48:21 PM
If I might add, it might "make sense" from a storytelling perspective - but that is imo far outweighed by the opportunities to tell a better story by giving a chance for anyone to interrupt on the way back to the watch house.
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Post by: Ladocicea on March 07, 2015, 03:55:12 PM
I don't actually recall us ever having CoA style teleporting guard wands. I was always under the impression that there was a conscious decision not to implement a system like that. Anyway, whatever the case, they won't be coming back.
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Post by: PanamaLane on March 08, 2015, 03:08:11 AM
It existed in the past for sure. In fact, I think I recall being yelled at as a noob for using one just to shorten the walking distance back to the barracks haha. There are obvious OOC reasons it was put away.

What was lost in this suggestion was the other thing the wands did, which is call for backup. I think something like this, or a system where watchers could actually communicate with one another confined to the shield would be pretty neat. Agents as well obviously! Police got dat radio and eyes everywhere.

Be a great IC thing to pursue, but also neat if the dms just threw it in.
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Post by: Vagrant Savant on March 09, 2015, 09:22:25 PM
I wasn't there for the golden years, but I think the community is mature enough to not need teleport wands in order to get players to roleplay being arrested.

The "police radio" utility though, sounds incredibly novel. Even if it worked in Upper like Panama says, it'd still be really cool. And promote amusingly convoluted trucker code talk when (not if) they get stolen by criminals.
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Post by: granny on March 09, 2015, 09:51:30 PM
The Alarm Wands would be awesome if we could make all Watcher NPCs in the area hostile to some target. Maybe a similar thing could be done for Spellguards and their animatrons and Lower and their gangs.