Shattered Kingdoms

Where Roleplay and Tactics Collide
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What would you most like to see on Shatttered Kingdoms?
Trade Skills 55%  55%  [ 24 ]
Moving vehicles/ships 5%  5%  [ 2 ]
New class Alchemist/Assassin 14%  14%  [ 6 ]
Chyz'mmm as a player kingdom complete with a delf matron house style tribunal 20%  20%  [ 9 ]
Other: Explain your idea. 7%  7%  [ 3 ]
Total votes : 44
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 Post subject:
PostPosted: Mon May 23, 2005 4:22 pm 
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Mortal

Joined: Sat Mar 06, 2004 7:10 pm
Posts: 2577
Location: Boston, USA
SK Character: Sorel
Definitely trade skills. Either fix the economy (that's a gargantuan task- not likely to happen anytime soon) or simply allow people to choose a trade skill that allows them to create unique goods and barter their creations off. The problem is, I can't think of that many trade skill options left that aren't already in the mud. Weapon/armorsmiths forging weapons with stat enchants, wand/staff makers (low level spells only, of course), maybe a few more.

Honestly, who would want to be a cook or a fisherman in SK? Even blacksmiths would be useless (even if they could repair their eq for free) unless they could repair normally irreparable eq.


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PostPosted: Mon May 23, 2005 4:33 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
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As tempting as a new Alchemist class might be, I'd prefer to see alignment changes made possible. It's a feature that would promote more RP, since it'd actually be possible to change someone's mind, or even your own. And while PK is an important part of SK, it's the RP that allows it to compete with other MUDs.

Yes, alignment changes would have to be limited so we don't get principled deep-elves running around. I'd suggest limiting alignment change to one's religion induction, and even then allowing only one or two ticks of change. But even on that limited scale, there's room for good stories to play out.


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 Post subject: Yep!
PostPosted: Mon May 23, 2005 5:06 pm 
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Joined: Sun Nov 24, 2002 1:28 pm
Posts: 41
Location: Selkwood Forest
Tradeskills such as alchemy, blacksmithing, tailoring and enchanting that everyone can take one or two would be great fun. But... these already come with SK class sets and it would become a lot like MMORPGs otherwise.

A SK Economy would be great. Make those obsidian coins meaningful! It would be an incentive for Tribunals too. Every Kingdom with their own type of coins and currency, and has variable rates at any time vs. other Kingdoms.

Then Tribunal leaders can make use of Kingdom funds by upgrading walls, guards, whatever. Kingdoms with rich/poor economy reflect through descriptions of rooms, citizens and guards (equipment). Enough ideas? ...these probably never get implemented!


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PostPosted: Mon May 23, 2005 5:29 pm 
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Joined: Mon Nov 29, 2004 10:53 am
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That would require your KDs to acutally have vnums to work with.

Not going to happen.


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PostPosted: Mon May 23, 2005 5:47 pm 
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Joined: Fri Oct 18, 2002 12:17 pm
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True.. and Suri dear, I think you are went a bit too far with the interactive environment thing. This would be extemely hard to implement even if much more v-space existed.


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PostPosted: Mon May 23, 2005 5:59 pm 
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Joined: Fri Oct 24, 2003 7:26 am
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Location: Under my covers... sleeping
My opinion in this order:

1) Alchemists (NOT assasins. I like Dralamar's ideas about alchemists)
2) Trade skills

sleeper


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PostPosted: Mon May 23, 2005 7:14 pm 
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Joined: Wed Jul 28, 2004 1:42 pm
Posts: 453
Location: Ca
Forsooth wrote:
As tempting as a new Alchemist class might be, I'd prefer to see alignment changes made possible. It's a feature that would promote more RP, since it'd actually be possible to change someone's mind, or even your own. And while PK is an important part of SK, it's the RP that allows it to compete with other MUDs.

Yes, alignment changes would have to be limited so we don't get principled deep-elves running around. I'd suggest limiting alignment change to one's religion induction, and even then allowing only one or two ticks of change. But even on that limited scale, there's room for good stories to play out.


I know an alignment change would have saved my character sooooo many months ago. :-?


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PostPosted: Tue May 24, 2005 3:33 pm 
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Joined: Thu Mar 07, 2002 3:36 am
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Alignment changes = more allikat RP. VETOED!


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PostPosted: Tue May 24, 2005 5:17 pm 
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soultoast wrote:
Alignment changes = more allikat RP. VETOED!


I second this.


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 Post subject: ...
PostPosted: Tue May 24, 2005 5:52 pm 
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Joined: Sat Oct 23, 2004 11:43 am
Posts: 197
Location: New York
Moving vehicles? C'mon... part of the game is to be restricted by your PE stamina. By making vehicles.. you eliminate the point of PE


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