Steve-Kort

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 36 total)
  • Author
    Posts
  • in reply to: Status 2021-01-21 #5211
    Steve-Kort
    Participant

    Oh my aquatic elven cities I hope those fellas are friendly

    in reply to: MV/SOA #1978
    Steve-Kort
    Participant

    The other thing you can do is if the number of Merc Offices are great enough that one of them might be willing to sell secrets about the city so a spy action on the city would have a better chance at success. I could see this very much being the case with the SOA and not as likely with MV types.

    in reply to: MV/SOA #1977
    Steve-Kort
    Participant

    This sounds very interesting, so a faction that would not control cities but would fight for a price. I would suggest that their offices would greatly add to the defense of the city they are in, Whether it be better guards or additional, surveillance of issues, or bonuses to defensive structures in the city. After all they would be protecting their only real structure for the faction in the game and the only real money maker for the faction itself as the clans would be paid by other.

    I would then turn around and make some sort of minor drawback to the city to keep everyone that controls a city from putting lots of them in their city. Like a minor decrease in Crisis Index or a limit in the max CI in the city based on the number of mercenary offices compared to the Population. Possibly a slight decrease in City income each turn based on those offices as the city has to pay for them and their services. Example of CI loss/limitation: Lets say city of 10k you can have 1 merc office per 1k, so once you hit 10 you get a .05 loss to CI max, you hit 20 offices it would be .1 and so on. This represent the uneasy feeling citizens would have with so many mercenaries being present.

    This would make building these offices a boon but at some point a hindrance, so cities would have to take into account of how to balance things for their city. What works for one may not work for others. So they can be a benefit and a curse pending on how things go, making for its own drama.

    in reply to: The CYMRU Kingdom #1972
    Steve-Kort
    Participant

    They actually are an interesting faction and exactly what they end up officially being could be a nice group to associate with us (Cymru). I would hate to make any sort of statement before I know more about all their goals and purpose in the game, but from what I understand they could be a very nice asset.

    in reply to: Player Contact Information #1965
    Steve-Kort
    Participant

    Name: Steve Kort
    Email: st-kort@swbell.net
    Faction: Cymru

    in reply to: More Changes #1932
    Steve-Kort
    Participant

    I think it is likely best that you go with Option A. While it means a bit more time up front I think as the game progresses it will make things a lot better. It will make additions and modifications to the game much easier for you to implement. I know at the end of Zan’s game many things did not take place or took longer to happen as he fought with the code. I know in Stephen’s version of the game he was having to hand do a lot of things that he could not get to work.

    Speaking for myself I would rather spend a little longer getting things running well and make things easier on you adding and modifying things that happen down the road. The biggest reason this game lost players in the past was delays in turns being run and you being able to quickly add/modify things that change in the future is for everyones best interest.

    My question with this change would cities still have Mines, Logging, and Quarry sites that you assign workers or how does that work. Would Mines be divided between Metal, Gold, Silver, Copper, Gems?

    in reply to: Happy Good Friday, and Happy Easter! #1899
    Steve-Kort
    Participant

    Hope everyone is have a Great Easter day.

    in reply to: City Turns #1892
    Steve-Kort
    Participant

    I fear the Sanitation Engineer Faction <VBG>

    in reply to: Jon Capps #1880
    Steve-Kort
    Participant

    I love that idea that was always the idea I wanted to go with if I had a game like this. Makes for lots of possibilities of slight changes in the #0 for each faction as various things change in the game.

    in reply to: New Skills #1879
    Steve-Kort
    Participant

    I have to agree with Naz on this. Skills are not factional abilities. No clan should be forced into any set of skills no matter what faction they choose. Anyone should and could have BRE skill if they so choose that. This should be the same for any skill in the game.

    I feel the whole purpose of Skills attached to factions is to list what the normal skills are for that Faction. So the Roder it would make sense they have people that now BRE skill and it is very likely if you were to go to there offices you could find a trainer in that skill. Just like if you went to a Getham office and wanted to learn a Merchant type skill. The main purpose of skills attached to factions where to better describe what the norm was in that faction and to better give you what that faction was about. It also allowed you to know where to go if that was something that you wanted to learn that skill.

    Lets face it if you were to want to learn Naval skills that is not something you would really want to talk to the Boda about. Not that no one in the group knows nothing, just the fact that this is not the norm and would likely be very rare to find someone that could teach you a great deal or at all.

    I see skills tied to faction as more of a road map of where you would have the best chance to be trained in some skills. Some of these skills might be common in many factions. Even the Seekers have what would be the norm, now they may have a better chance than others for the rare harder to find skills. The odds of you finding a great Strategy trainer there would not be as great as if you talked to one of the more Militant Factions as that is their norm for people in that group.

    I see the idea of Getham being philanthropic towards the various arts interest and a nice addition of not making them just a group of greedy merchants.

    in reply to: The CYMRU Kingdom #1487
    Steve-Kort
    Participant

    Stephen I just assumed the Cult to be religious zealots that will not tolerate other religions, just like the Banner. If that is not the case then you will find no issue with the Cymru, but I doubt that your group is that accepting of other religions or you would not be so secretive and hiding.

    in reply to: The CYMRU Kingdom #1486
    Steve-Kort
    Participant

    I assume what he meant by the first is that we did as our guidelines stated for the faction. We talked with the NPC’s of Kalmar and took their feelings into account and tried to do and allow what they wanted.

    As for the second we did not sit around and just secretly build up a huge power base to go out and conquer as Stephen has suggested multiple times in this game and in his version of Midgard, or at least that was always his major concern of why we needed a major enemy.

    The Cymru were designed to be defensive in nature, hence the term Defenders of Kalmar. We would be more like the Roder and Boda were before the Imperials invaded their Kingdom. We are not looking for more land like the Imperials were just protect what we have and our people.

    As for enemies we have none stated right now, but that can change at any moment in the game. We could quickly have 2 zealot religions(player based) that may want to come here, plus possibly other religions not PC based. We could also have other Kingdoms that are looking to expand as their are lots of unknowns in the game that have to be discovered.

    Right now I am assuming the Roder and Boda will not want anything to do with Kalmar as it is to far away from what they want most and that is to take back their lands from the Imperials. The Imperials may want to eventually come to Kalmar but only after they take care of the Boda and Roder. If my guess is correct then none of these would be enemies, but they all could be, all based on how things go in the game.

    There is also the unknown things that exist in the game that the players don’t know yet. These things are want makes this game more than just a basic straight forward Strategy/combat game and in my opinion makes the game worth playing. This game has always been much more than player combat.

    Again I will not commit the Cymru as an enemy to anyone until they have done something to warrant that status. Now I assume the Cult or Banner would get that status if they were to show up in Kalmar, but again until they actually do something wrong in Kalmar they will not get that status.

    in reply to: The CYMRU Kingdom #1473
    Steve-Kort
    Participant

    Why thank you Naz, as I was not sure whether I and/or the Cymru were not just your favorite whipping boy or what. I speak of the past as I reference how the Cymru faced actual situations in game and what these things meant by the faction. I can not completely commit exactly how things will be in the future as I can not say for sure how Jon’s vision of these things will be and what modifications he will have. From what I take so far the Cymru will be much more of an established Kingdom then when Zan ran the game. As we were very much in the begining stages of things.

    Now what was meant by closed city is what the Nippon did in the old game. They took a city by military force. The town was basically starved into submission by seige and they surrendered. The city was then closed off to all and the citizens were forced into following the new rulers. Only after this forced compliance took effect was the city opened up to outsiders and then only if they did not try to change the city from the path they had set.

    Now #4 is more a forced compliance rule. The only people I can see of right now in the game that I see having to concern themselves with this would be the Cult or the Banner as I have no idea of what NPC groups this would apply. The reason I say this, as they seem to be the type that would force the people to do what they want and only what they want. Excuse the Star Trek reference here but simply put we were not going to let the Borg mentality to take place in Kalmar.

    While most everything was targeted at Midgard it would apply to any faction/group in the game. But at that time the goals were designed more for the player groups that existed as the GM was only begining to introduce more NPC groups as he had a programming issue to add more stuff and was limited by his programming. A lot of this needs to be rewritten to make things more clear, but before I go to that length I want to get as much info on what the new game is to make them work with what we now have.

    in reply to: The CYMRU Kingdom #1471
    Steve-Kort
    Participant

    It is the way they live and their beliefs. Which will now be whatever Jon says it means. I can only tell you about the old version.

    in reply to: The CYMRU Kingdom #1470
    Steve-Kort
    Participant

    Naz, all I can say is you love to argue about things you don’t know about and want to twist them. The Cymru had no control over what and how Zan ran the game. The facts were we asked the #0 of the factions in the game and the people in Kalmar. These were the answers we were given by those that would speak to us. In fact a few of the #0 not only stated they were not interested in Kalmar but that while they would prefer there people (Clans) not go there they do not control there whims and the faction will not waste its resources building offices in Kalmar.

    The fact was the Cymru were very much interested in building some Boda Armories, it was the Boda that said no they had no interest in being in Kalmar and would send no one. We got the very same response from the Society of Arms. Refer to past post it was not the Cymru but the people of Kalmar that had issue with the Banner and Nippon. Again previous post it was some group in Kalmar that took offense of the MV and burned there offices and sacrificed their followers in the alley that were not burned in the office. As I have also stated in other threads my Cymru clan ran a Getham city in Kalmar, for the benefit of the Getham and the people of Kalmar.

    Ok tell me Naz, where is it that we are not giving the people freedom to do as they wanted? It was other clans that were not talking or dealing with the culture that were causing the issue. Even the MV that peacefully took over a city to the south of my Senior after they failed to take over the city I was given leadership of running by the people of Kalmar. While this was not a military conquest what they did was fill the city with MV offices and soldiers. They also bought and influenced many of the major players in that town, so they turned over the leadership. Now the Cymru did nothing about this and had no plans to do anything about this city. But from what happened to the MV offices and their people in the city I ran, I can only assume similar things were about to take effect in that city.

    Now this game is a modified version of that one and I plan to treat it no different roleplaying wise unless Jon modifies the faction. Where is it that we are not giving the people that freedom?

    Now not wanting to speak for Jon or tell him how to run his game. If you want to play an Imperial or Boda clan and place them in the middle of Kalmar by all means do so. But I would guess that you would be given no support from the faction as you are outside there influence and their scope in the game. In fact I would imagine most factions would remove you from there ranks for bailing on their objectives.

    As I see things in the game all Kingdoms/Faction/Groups have a circle of influence. When your outside your area you are completely on your own and your not really doing much for your Group. Hence my statement on the Seeker clan begging for assistance from the Cymru in Midgard.

    All I can say is ‘NAZARETH, TEAR DOWN YOUR WALL OF PREJUDICE !!!!!

Viewing 15 posts - 1 through 15 (of 36 total)