Summon Guard Rite Poll
Posted: Sun Nov 18, 2012 9:06 pm
Continuing the conversation from the ideas topic, with poll for some further progress.
Option 1: Monad
Option 2: Johnny Walac & Jyrgen
Option 1: Monad
Ideas for the rite replacement: http://www.knoechel.dk/pangaea/viewtopi ... 17&t=10371 Post here your ideas.I'd make it simple and personally rather just remove the guard rite completely and come up with something unique and useful to both Law and Imperial instead, but dunno if that's just me. Seems like the issue is just making too much trouble.
Option 2: Johnny Walac & Jyrgen
I still don't understand what was wrong with my idea of the additional check about townstones in the script. I.e:
1) Law can summon guards on mainland, as long as there isnt enemy townstone within X tiles.
2) Imperial can summon guards on islands, as long as there isn't enemy townstone within X tiles.
3) Law can summon guards within X tiles from their own townstones, no matter if mainland or island.
4) Imperial can summon guards within X tiles from their own townstones, no matter if mainland or island.
That way, the current divison of mainland/island remains, while also taking into account the siege system.
*The owner of the Town Stone can summon guards 200-300 tiles around it.
*The enemy cannot summon guards in the 200-300 area.
Option 3:While keeping the current mainland/island division for guard casting, just add additional check to the guard casting rite:
If "enemy aligned townstone within 200-300 tiles" -> no guards, no matter if mainland or island
If "your own aligned townstone within 200-300 tiles" -> can cast guards, no matter if mainland or island
Option 4: BorisKeep it the way it is.
If you do not agree with any of these, and have another idea in mind, please feel free to post your idea below. Or build off the ideas above. Constructive criticism is good, whining or flaming not so much.- Removal of the current guard zones (Law: mainland, Imperial: Islands)
- Guards tied completely to town stones
- Boris