ANNOUNCE NEWS #2100
Date: 2/27/2013 at 2:20
From: Razmael, the Synthesist
To : Everyone
Subj: Guard changes
I have made several changes to the way maximum guards are determined,
with the aim of fixing a gross disparity between cities in regards to
how many guards they can hire vs how many rooms they need to protect.
Maximum guards are now based on accessible rooms. This means any room
you can walk to, from the city barracks, without encountering a door.
This change is going to result in most cities having to cut some guards,
as you can no longer block off portions of your city and still have them
count towards your guard total.
With this change, we also introducing a new mechanic for guards: Guard
complacency. A summary of this new mechanic and all the changes are as
follows:
* When guards are attacked and killed, every other guard in the city
grows less complacent.
* Decreased complacency confers:
- Increased damage done.
- Decreased damage taken.
- Bigger response radius.
* Guards at 100% complacency are the same strength as they are now.
* A guard death will decrease the city's complacency by 2%.
* Complacency will increase at a rate of 5% per Howling.
* Maximum guards are now based on accessible rooms.
- If you are over your guard limit, guard complacency will
be 200%.
- A room is counted as accessible if there is a path from
the barracks to that room, with no doors in the way.
* Security can check CITY INACCESSIBLE to see where the city is
considered inacessible.
* GUARDS RETURN no-attack time has been lowered to 1 minute.
- It will now increase complacency by 5%.
* Security minister and its aides can now add doors to the entrance of
houses and buildings.
- CITY PLACE DOOR <direction>
- Costs the ministry 10,000 gold.
* Security minister (but not aides) can now dismiss guards.
- CITY CONSCRIPT DISMISS <guard>
City complacency will be locked at 0% for the next few days, to give all
the cities time to adjust to the new situation.
Penned by my hand on the 11th of Lanosian, in the year 384 MA.
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Let us know what you think/ask questions/become concerned within reason here.
Comments
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Hrm. Ok. Noticed most of ours are in shop stockrooms, not many rooms otherwise unoccupied.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
That certainly wasn't our intent. Think of it this way; cities with large disparities because of door blockage will now be able to open up and become more defensible because of it. Highmage class guards have a chance to stop raiders who go incorporeal. Aggravated guards leads to a bigger response radius among other buffs, and with the changes to allow cities to block off annoying 'neighborhoods' raiding spots, we expect maintained and solo raiding overall to become significantly more difficult.
I wonder how much it would cost to get an artifact so guards I kill don't affect complacency. <.<
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Maximum guards: 1.
Not a good idea!
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Yes this is directed at you @Daskalos.
As I see it, areas like the prisons in Bloodloch that have traditionally been locked up (for the last 5 years, at least) now no longer contribute to guard totals. This is a good thing. I would imagine the same could be said of places in the other cities: the museum in Enorian, etc.
For the record, I did a count about a week ago on the raidability of each city. Spinesreach had to defend 309 rooms, Enorian 303, Duiran 261, and Loch only 215. So I love this change. The guard density in Loch was far above what any other city could pull off.
Also, the museum was only 8 rooms. Enorian is, for the most part, open.
Also, @Calipso, I didn't abuse any mechanics, I simply used the skills in front of me. Sort of like you using direcall all the freakin' time and yanking people all over the place. Obviously, the administration didn't like the idea of a one-man raid, so they changed it, but I'll be the first to point out that I count for two people in most bashing situations. Either way, I like the change.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Oh well that's just not true. EVERYONE loves doing that.
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(The Front Line): Daskalos says, "<-- artifacts."