Daganev2006-12-29 16:33:42
QUOTE(Forren @ Dec 29 2006, 08:32 AM) 367430
If they're breakable, we can actually have real fights instead of sanctuary whoring. I think a two minute limit is fair.
That is why I suggested that Demenses are ALWAYS breakable...
now I'm just confused....
![doh.gif](style_emoticons/<#EMO_DIR#>/doh.gif)
Forren2006-12-29 16:35:01
QUOTE(daganev @ Dec 29 2006, 11:33 AM) 367433
That is why I suggested that Demenses are ALWAYS breakable...
now I'm just confused....
![doh.gif](style_emoticons/<#EMO_DIR#>/doh.gif)
I agree that they should be. However, it makes little sense to just allow those actions and not allow violent resistance to breaking demesnes aside from re-flooding/tainting/foresting/wyrding. That's why a time limit would make sense in this instance.
Daganev2006-12-29 16:36:24
QUOTE(Forren @ Dec 29 2006, 08:33 AM) 367432
No. There is no cost.
CODE
SANCTUARY
- Costs 1 power.
- This turns a location into a safe room.
- You may influence and debate in that location freely.
- Prevents crusades from being called.
CRUSADE
- Costs 1 power.
- Doubles the effect of influencing in that room for anyone in your city
  or commune.
- Prevents sanctuaries from being called.
Is the help file wrong?
Forren2006-12-29 16:39:34
I'm wrong then, sorry. Never even noticed, since it is only 1 for as long as you need it, then.
Shiri2006-12-29 16:56:20
QUOTE(daganev @ Dec 29 2006, 04:29 PM) 367429
Quoting so I can copy into my sig
![tongue.gif](style_emoticons/<#EMO_DIR#>/tongue.gif)
Ok, Forren, can you explain to me what strategic rooms could/are sanctuaried and how it would affect the violent revolt if demesnes are breakable?
I was afraid you might pull that on me but thought instead of editing it I'd just leave it and hope you didn't notice
![sad.gif](style_emoticons/<#EMO_DIR#>/sad.gif)
Daganev2006-12-29 17:02:46
QUOTE(Forren @ Dec 29 2006, 08:39 AM) 367440
I'm wrong then, sorry. Never even noticed, since it is only 1 for as long as you need it, then.
Sanctuary, just like crusade fades over time.
Shamarah2006-12-29 17:03:06
QUOTE(daganev @ Dec 29 2006, 12:02 PM) 367450
Sanctuary, just like crusade fades over time.
Um, no, it doesn't.
Daganev2006-12-29 17:07:36
QUOTE(Shamarah @ Dec 29 2006, 09:03 AM) 367451
Um, no, it doesn't.
Is that a recent change? I'm 90% sure I've seen sanctuary fade on me and died because of it.
Shamarah2006-12-29 17:08:17
QUOTE(daganev @ Dec 29 2006, 12:07 PM) 367453
Is that a recent change? I'm 90% sure I've seen sanctuary fade on me and died because of it.
No, sanctuary does not fade and never has. Maybe you moved.
Acrune2006-12-29 17:16:10
QUOTE(daganev @ Dec 29 2006, 11:24 AM) 367424
I think the simplest solution is to always allow a demesne to be broken, anywhere, all the time.
Can't imagine that being a good idea, would make demesnes undefendable (run in, sanctuary, break, move on). On second thought, I don't like demesnes
![chin.gif](style_emoticons/<#EMO_DIR#>/chin.gif)
Forren2006-12-29 17:19:21
QUOTE(Acrune @ Dec 29 2006, 12:16 PM) 367458
On second though, I don't like demesnes
![chin.gif](style_emoticons/<#EMO_DIR#>/chin.gif)
Who does?
Shorlen2006-12-29 17:25:12
The situation is far more complicated than that, Daganev. If you make demesnes breakable with a sanc up, then you need to make realitycheck and chop doable with a sanc up, as they prevent breaks. Then you have made sanctuary an OP OFFENSIVE skill for breaking demesnes. Enter room you want to break, sanc, break, move to next room, sanc/break, etc. This is not a good thing.
Forren and I have ideas for solutions that will not make sanctuary an offensive weapon.
Forren and I have ideas for solutions that will not make sanctuary an offensive weapon.
Shiri2006-12-29 17:31:42
The solution Forren posted that would make demesnes "not an offensive weapon" is not a good one for reasons previously discussed. Is there another?
Shorlen2006-12-29 17:41:20
QUOTE(Shiri @ Dec 29 2006, 12:31 PM) 367468
The solution Forren posted that would make demesnes "not an offensive weapon" is not a good one for reasons previously discussed. Is there another?
?
Daganev2006-12-29 21:57:21
QUOTE(Shorlen @ Dec 29 2006, 09:25 AM) 367464
The situation is far more complicated than that, Daganev. If you make demesnes breakable with a sanc up, then you need to make realitycheck and chop doable with a sanc up, as they prevent breaks. Then you have made sanctuary an OP OFFENSIVE skill for breaking demesnes. Enter room you want to break, sanc, break, move to next room, sanc/break, etc. This is not a good thing.
Forren and I have ideas for solutions that will not make sanctuary an offensive weapon.
Sorry I don't buy that argument.
Smart people would set up defenses at key breakpoints and keep up crusade with their army making sure nobody broke their demesne. Since if you design your demesne correctly, then like in the old days when there was no sanc or crusade, you would only have 1 or 2 breakpoints anyways. And then you defend those points, instead of having some newb sitting there with Sanc up.
You couldn't have a one person demesne holding down an entire opposing army, but you can't have that on Cosmic either.
Shorlen2006-12-29 22:02:53
You fail to address the issue I presented with your "simple" solution that doesn't take into account reality or side effects.
Daganev2006-12-29 22:07:12
Demenses can be broken... any skill that is required to break a demesne is also allowed. Thats why "Demenses can be broken" means. Thats why I didn't give specifics on what skills would be allowed through.
A bad demesne setup would be if the holders forgot to crusade the breakpoints. If crusade is up, sanctuary is not an effective tool, save to protect you from demesne affects. (but thats defensive)
A bad demesne setup would be if the holders forgot to crusade the breakpoints. If crusade is up, sanctuary is not an effective tool, save to protect you from demesne affects. (but thats defensive)
Shorlen2006-12-29 22:08:19
QUOTE(daganev @ Dec 29 2006, 05:07 PM) 367548
Demenses can be broken... any skill that is required to break a demesne is also allowed. Thats why I didn't give specifics on what skills would be allowed through.
A bad demesne setup would be if the holders forgot to crusade the breakpoints. If crusade is up, sanctuary is not an effective tool, save to protect you from demesne affects. (but thats defensive)
A bad demesne setup would be if the holders forgot to crusade the breakpoints. If crusade is up, sanctuary is not an effective tool, save to protect you from demesne affects. (but thats defensive)
Sling rad at crusade user. Sanctuary. Break while INVULNERABLE. Repeat.
Or point gust enchant at crusade user. Sanctuary. Break while INVULNERABLE. Repeat.
Daganev2006-12-29 22:14:53
QUOTE(Shorlen @ Dec 29 2006, 02:08 PM) 367549
Sling rad at crusade user. Sanctuary. Break while INVULNERABLE. Repeat.
Or point gust enchant at crusade user. Sanctuary. Break while INVULNERABLE. Repeat.
That shouldn't be easy to do. i.e. you shouldn't know who the crusader is, and if you figure it out, you should be getting attacked and killed a bit to much by the fighters to be able to time things perfectly between multiple people. If you do, then congratulations, you pulled off a successful plan.
Demesne should not be invisible, and if you can't put up your own demesne in sanctuary then what does it matter, the place will stay undemesned.
Its possible to hold a demense, and its not possible to keep it forever. == dynamic combat.
Athana2006-12-30 01:06:21
QUOTE(daganev @ Dec 29 2006, 01:57 PM) 367545
Sorry I don't buy that argument.
Smart people would set up defenses at key breakpoints and keep up crusade with their army making sure nobody broke their demesne. Since if you design your demesne correctly, then like in the old days when there was no sanc or crusade, you would only have 1 or 2 breakpoints anyways. And then you defend those points, instead of having some newb sitting there with Sanc up.
You couldn't have a one person demesne holding down an entire opposing army, but you can't have that on Cosmic either.
Did you just say you should crusade break points with a huge army?
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