Loyalties

by Shiri

Back to Ideas.

Shiri2004-12-10 18:08:19
Okay, now, I'll be the first one to accept that my brain's not exactly the best in the world at lateral thinking, so I apologise in advance if this sounds like the most retarded idea in the world to the rest of you, but I thought I'd give it a try. In any case, I'm 100% sure the idea could do with some refining, so speak up if you got a clue.

Now, loyalties in Lusternia are a lot more widespread than in, say, Achaea. Villages are loyal to cities, most of the time, so killing them will earn you their ire. A side effect of this seems to be that the focus has been drawn on them as opposed to RPing about the racial/city oriented/etc. areas deliberately, such as Moghedu. And since the villagers tend to cry out on death, it's easy to know when to jump to someone's defence.
Now, what I'm thinking of is a system to increase RP related to non-strictly influencable/city areas - I'll use the Glomdoring as an example. What if one could make a clan loyal to something else ITSELF? That is to say, the Disciples of the Crow would receive notification via Brennan yelling all over the clan channel when he was being attacked, so they could (try to) go and defend him, in the same way that Celestians could go and defend Southgard if it were under attack. Obviously you can't make Brennan loyal to you, but if it could work the other way around, it'd spread the focus and help improve RP in uncivilised areas such as Glomdoring, the Mesa Compound, and the Dracnari Nomads (just by way of example.) Since these are fairly major focus groups in terms of quests, I just think it'd be good to let people RP there in a similar manner to the cities, at least until Gaudiguch/Hallifax/Glomdoring/etc. arrives. How's that sound?
Unknown2004-12-10 18:09:31
Impressive...
Unknown2004-12-10 18:20:12
that would be wonderful actually.
Richter2004-12-10 19:01:44
Wow, an amazing idea.

Make the Black Market have those loyalties to say, Bob, and the comms store merchants. Whenever they get attacked, we come out in force, RPing the whole time.

Please implement this!
Daganev2004-12-10 19:57:27
I like the idea, but richter just showed where the problem is.
I think maybe the clan can have the ability to declare loyalty to 1 (read ONE!) area. And make that pernament like the democracy option.

So you can't have a clan claiming loyalty to All people who's name starts with X. Also, the city enemy status should override any loyalty to an area from a clan.

So if Celest owns Ankgrag, and I'm an enemy to celest, but am part of the "orcs are people two clan"* When I go in to save the orcs, I'll still be enemied and attacked by guards.

*bad spelling intented
Shiri2004-12-10 20:01:25
Well, do the orcs have their own organisation? 'cause, I don't know, but I was thinking more about groups that already HAVE a loyalty. As in, you can parley with them to remove enemy status. So, Glomdoring, Dracnari, Mesa...I don't know if there are any more, actually, but those are the three hot-spots I was thinking of when I wrote the post. I guess it could be expanded upon.
Daganev2004-12-10 20:17:16
Ankgrag is composed of orcs like Delport has humans.
So using the example of "orcs are people two" I would think that the clan can only be loyal to one area... say Ankrag but not Achnor.

I agree that clans should only be made loyal to those areas like glomdoring etc. but it would be stifling to not be allowed to have the "orcs are people two" clan who want to protect those villages no matter which city owns them. At the same time, not giving the city the final say on who can and can not be in the villages they control would be bad.

I imagine a command like

CLAN DECLARE LOYALTY TO
this may only be done once and is pernament.

This would mean that if there was a forest like the Celidon in imperian you could only claim loyalty to Northern Celidon or Eastern Celidon or Western Celidon but not the whole forest since they are different areas.
Shiri2004-12-10 20:18:57
Sounds good to me.
Unknown2004-12-10 21:27:29
So one would be bashing an area and suddenly, four or five guys would try to teleport to him.. it's not hard to imagine what happen next.

It's a good idea but alas i don't trust the players enough.
Shiri2004-12-10 21:31:30
Theoretically, if they're really guarding the place, that's what they should be doing from an RP perspective anyway, this just lets them know when you're doing it. I mean, it's fair enough Delport calling out for help and getting the invaders attacked, but I just thought it'd even it out a bit if areas like the Nomad camp did the same thing.

I can see this being a pain to code, though, although I'm no coder myself so I wouldn't know for sure.
Daganev2004-12-10 21:33:20
Ummm thats what happens now anyways.
Its just much less organized and confusing.

Oh one restriction I just realized is that such clan should not apply to any planes other than Prime.
Shiri2004-12-10 21:37:14
Well, yeah, but there's no organisations on the elements or astral (YET) and Celestia and Nil and the Ether already have deathcry things to the city. So it doesn't matter anyway.
Unknown2004-12-11 00:03:56
I dont really think it should be -permanent- but rather on a time thing like the villages are. No influencing involved so dont get the wrong idea by that statement. You should be able to declare loyalty like...

CLAN DECLARE LOYALTY TO FOR
Richter2004-12-11 01:24:42
Shouldn't be permanant, or any years. You think we have a deadline to switch loyalties, if need be?

And also, the idea looks worse now that I think about it. I can see clans guarding every area, and people looking for a PK excuse (yes *gasp* they do this). Everytime I bash glomdoring, BAM. Everytime I hunt spectre isle, BAM.
Unknown2004-12-11 04:06:38
only important mobs? Like, for the Glomdoring example, Only Rowena, Brennan, and the Wyrm.... and swampghast.
Daganev2004-12-11 08:46:11
If a clan is not pernament, it becomes like richter says.. just protection of the flavour of the month. Such an ability should be the nature of the organization that is doing the defening.
Any Organization that switches loyalties so much like that, to me does not deserve to be associatied with the group they are being loyal to.

Pernamancy makes you think before you dod it, and if say the group doesn't want to be like that anymore they can sell the clan to another group that does.
Shiri2004-12-11 10:38:23
QUOTE(Dyr @ Dec 11 2004, 05:06 AM)
only important mobs? Like, for the Glomdoring example, Only Rowena, Brennan, and the Wyrm.... and swampghast.
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Yeah, those. I mean, most of the things in Glomdoring aren't actually loyal to it, so my idea wouldn't really affect bashing spiders etc. unless the groups there wanted to restrict you themselves, which they'd do as is anyway. And for some things, perhaps have it so that in the same way as silk spiders in Dairuchi, you can kill them without having them cry out 'cause they're not sentient and stuff?
Unknown2004-12-11 12:31:45
I can see the future.

There'll be nowhere to bash, probably.

Although the idea is interesting, you'll end up having clans popping up called, "Rights for Rockeaters, (and Mooses)!". So even the Razines will be off limits.
Unknown2004-12-11 12:41:06
QUOTE(Iggy @ Dec 11 2004, 06:31 AM)
"Rights for Rockeaters"
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Dude, I am so totally ahead of you.
Shiri2004-12-11 12:42:53
QUOTE(Iggy @ Dec 11 2004, 01:31 PM)
I can see the future.

There'll be nowhere to bash, probably.

Although the idea is interesting, you'll end up having clans popping up called, "Rights for Rockeaters, (and Mooses)!". So even the Razines will be off limits.
16387



No, because rockeaters and mooses don't have a loyalty set up. If you can't be enemied by them, you can't be loyal to them, the way I see it. The Razines will be free, it's just the areas that are already off-limits RP wise that would be altered - Glomdoring, Mesa, Nomads. (I'm not counting the jackals, because those are just silly. tongue.gif)