T
Trebr Drab
Guest
I posted this in another thread, but it's going to get lost under the constant bickering common on message boards. And I think it deserves some thought. This is my idea for a justice system and warfare, best served on a "classic based" shard.
The best thing about this is that it serves not only to make UO feel more realistic, it not only finds the "Middle Ground", but it can be expanded to player built cities if UO goes that way. These War Chests could be the basis for paying for special city constructions, thus making them even more important and worth fighting over, all the while leaving non-PvPers out of direct conflict. Yet still able to help build and participate.Coragin, I wanted to expand this to get into my picture of the war system, tied into this.You're getting into that area of restrictions that seem unrealistic. So I don't like it and never have.
How about a real punishment for those who commit crimes within the world of Sosaria? One that does the following:
-limits "crime" (murder and theft) by the risk (hehe, had to use that word because of all the PK "you risk it, we reap reward" attitude) associated with justice for "the people".
-punishes those committing in-game crimes so that, yes, there is justice after all.
-satisfies the victims of the "crimes" that they are not the ultimate losers here.
How about it? The middle ground. Allows for crimes, realism, and builds social networks through cooperation. Gives meaning to the world, to crimes, to justice, to bounties, and to the societies that Sosaria's players can offer.
I have a problem with it, and hope maybe you or someone else can help.
Yes, we want some rowdiness available. That makes the world spin.
So I propose a war system like this.
Guild or city/alliance.
Members of such can join the military order of any guild. If they do, they are open to all conflict with any other military orders of other guilds.
However, they also get extra resources from all sources, gold from MOBs, Ore, Lumber, Skins, gems, whatever.
These extra go directly to a War Chest owned by the guild and locked down in their Guild Headquarters.
The guild can sell resources from the war chest, dole them out, add to them by donations, it's basically a guild bank vault.Wars can be declared by any guild on any other guild at any time.
-a challenge fee is put up at the war declaration. The winner of the war takes this amount from the other guild. The warred guild must pay this if they lose, either immediately or it is "owed" and comes out as any gold is added to their war chest.War winners get a banner that states they have defeated "so and so" in a war, and the date.
You win the war by defeating the number of members in the military order.
Once killed in combat, the character is removed from the military order for a week. This gives meaning to attrition and a means to actually wear down an enemy. Don't die!Non-military guild members are safe from conflict. They don't get the extra harvesting benefits. They can donate to the guild War Chest. They can be a productive part of their guild, without having to be a PvPer.
There's more detail in my idea, but that's the main parts.
My problem with it is that non-military members can interfere in battles while being safe from attacks. Heals and such is easy, bump them into the military for a time frame. But blocking is the hard one.
Any ideas to fix my problem? Does anyone even like the idea?