Armada needs help, and distinctiveness

Started by Nihm, December 11, 2010, 05:06:00 PM

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Random_White_Guy

As cool as it is, I'd honestly say get rid of the Induction. A little jaded due to losing my last cool PC on it, but anything that has chance of instantly ending a PC, no matter how cool it is, on a basis of Gear/Supplies/Levels/Cleverness,

Kind makes you shy away from things.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Dr Dragon

Quote from: Letsplayforfun;213501I'd reckon the main issue is that factions sometimes shift focus from what may have been initially intended.

That is: docks was more or less to be a CE place, it turns out to be CG so called 'freedom fighters' saloon, except when a dominant truly evil PC makes up for it.

Stygian was to be LN elite, they are now percieved as dirty slavers pro-necromancy that are fair game especially when there's few stygian-PCs.

Enabling people to sell PC (even NPC) slaves to Stygians would probably have them be much more sympathic to the average adventurer who'd suddenly see they as allies for lucrative trade. But scripted slave-selling is probably not a good idea.

Helping out stygians might be also done by tweaking their 'enemies'. If anyone coming in the docks was regularly pickpocketed or mugged, then the strength of a lawful place would be clear as daylight.

Maybe allow PC stygians to call upon a Stygian 'henchman', same as summon or animal companion, useable only in Zig, Warden, Alleys, Gate, Squat ...would tip the odds in terms of 'don't mess with them'.

I don't think more equipement or spells would help, as when pvp is concerned, it's mostly a matter of the player's aptitude with pvp, and spells, potions, trinkets, are already common.

Tried hireing adventurers to be slavers....Pcs were not interested.

Dr Dragon

Quote from: Random_White_Guy;213552As cool as it is, I'd honestly say get rid of the Induction. A little jaded due to losing my last cool PC on it, but anything that has chance of instantly ending a PC, no matter how cool it is, on a basis of Gear/Supplies/Levels/Cleverness,

Kind makes you shy away from things.


I also happen to agree. The Induction is pretty stupid I really think it ought to be replaced with just making it harder to gain recommendations.

Bearic

I would make the Induction optional, if any thing; if you guys are talking about El Gulgotha, that does sound really hard, but really fun too.

Howlando

The hard induction scripted quest is the coolest thing about the Armada.

It isn't hard though, in fact it's very easy with a slight bit of preparation.

GoblinSapper

Quote from: Howland;213581The hard induction scripted quest is the coolest thing about the Armada.
 
It isn't hard though, in fact it's very easy with a slight bit of preparation.

Does the Armada give any hints what sort of preperation may be required?

Random_White_Guy

Quote from: Howland;213581The hard induction scripted quest is the coolest thing about the Armada.

It isn't hard though, in fact it's very easy with a slight bit of preparation.

Hardness was never a concern, more the Lag/Etc that can result in some pretty unfortunate Perma.

That said I honestly think the Stygians are very well off. It's a recent trend of little to few powerful Dominion supporters. Lords, Patricians, Churches, etc. have often supported the Stygians in the past.

These things go in Cycles.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Dash