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| Europa RP General A place where you can OOC discuss Europa RP and related topics |
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| | #51 | ||
| Join Date: Mar 2007
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![]() | Re: Roleplay Land Acquisition Map Quote:
Despite people feeling 'roleplayed' areas of ownership are not important,I have to agree with those who dispute this ,and state 'owned areas' open up the way for countless in game,'conflicts and skirmishes'. Quote:
Well thats easy to answer. We suddenly 'got it all' because Yew ran off with their tails between their legs after the Northern Alliance [ :shocked: and horror ] outnumbered Grd and we slapped our flag firmly in the middle of town ![]() These maps should show the territories of City and Town level powers only, otherwise it could becme a real patchwork of colours.[/quote] Indeed ![]() On a more serious note welcome to UOForums Klion. Good to have you with us | ||
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| | #52 | |
| The Mithril Guard Join Date: Sep 2006 Shard: Laurelin
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![]() | Re: Roleplay Land Acquisition Map Quote:
I reckon its about time you carved up the world according to RP guild power/memberships and activity. Be this by PvP prowess or diplomacy, its long overdue. I mean as it stands you have dead and dying guilds holding all the power over major towns and huge tracks of land across Sosaria. I dont have to name the guilds, you all know them. Wouldnt it be fun if battles and conquests actually meant something? Wouldnt it be fun too have active guilds running towns or controlling lands? Wouldnt it be fun if GM's had to insure their allies are kept sweet or the enemies in check? UO needs a overhaul when it comes to lands aquisition guys, time to get your heads together. Last edited by Thurban; 11th April 2007 at 10:03 AM. | |
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| | #53 | |||
| Banned Join Date: Apr 2007
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![]() | Re: Roleplay Land Acquisition Map Quote:
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| | #54 |
| The Mithril Guard Join Date: Sep 2006 Shard: Laurelin
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![]() | Re: Roleplay Land Acquisition Map Well you did say some rather offensive things Klion, but welcome all the same. It is nicer here, not so many ego's and power mad mods around here. I can even mention another MMO's here without getting threats of bans and warnings!! |
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| | #55 |
| Join Date: Oct 2006 Shard: Europa
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![]() | Re: Roleplay Land Acquisition Map maybe guilds should just be more pro-active, start stamping their feet around abit and claiming areas. if it pisses people off then just kill them again until they decide to do something about it IG and IC. if you are in an active guild, start using your man power and spreading yourself about. i like what raul said about small guilds claiming too much land. tbh i don't think what i said would actually work, but it would be damned amazing if it did! then guilds should be able to find a genuine space in the world and not scrape around making stuff up. shame there is recalling and gating in UO too... ahwell. oh another thing. if guilds start pushing their presence around i think people would be less inclined to create all these new guild "powers" and they'd be far more likely to join a pre-existing faction: yew, vesper, trinsic etc.. from there politics can be worked out as faction leaders and councils decide. |
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| | #56 |
| Join Date: Feb 2007 Shard: Europa
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![]() | Re: Roleplay Land Acquisition Map Agreed. There is much potential wasted in the North, for example. I've heard some rumours that there is indeed a big clash of arms to be had in the future. I just hope it will prove to be true! AND I sincerely hope the GMs will have the dignity to have some CONSEQUENCES for the fights. It doesn't have to be earth-shattering, but at least there should be some kind of effect in game. I can see the easiest way to do this to split the middle ground between the guilds' established regions into sections. The fights would be arranged in the border sections (and in some rare cases, beyond them, but preferrably only by scouting units) and the winner would claim more ground according to success or failure. |
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| | #57 | |
| =^.^= Join Date: Jan 2006 Shard: Europa mainly
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![]() ![]() ![]() ![]() | Re: Roleplay Land Acquisition Map Quote:
BS ![]() Makeing Sosaria Beutiful one home at a time. ![]() | |
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| | #58 |
| Banned Join Date: Apr 2007
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![]() | Re: Roleplay Land Acquisition Map Not at all. By this point in the campaign Cove's numbers were flagging with the absence of their leaders and Kaldor had lost a few key players to exams or something, the tide was definetley starting to turn. My memory on such things is pretty sound and when Bladius logs in I may have the reports to prove it ![]() I also think if you check with Hanse, he will inform you that Grd has been in Minoc about a half dozen times since the middle of March 'en force. I seriously doubt any of the Rebels have been then in masse - for the same reasons that Grd rarley visits the Court of Truth. |
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| | #59 |
| =^.^= Join Date: Jan 2006 Shard: Europa mainly
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![]() ![]() ![]() ![]() | Re: Roleplay Land Acquisition Map I do all the time ain't seen hide nor hair of you. and our militia has been doing regular patrols. there is also a new mayor of West Vesper and the people rejoice. so no.... ![]() Makeing Sosaria Beutiful one home at a time. ![]() |
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| | #60 |
| Join Date: Feb 2007 Shard: Europa
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![]() | Re: Roleplay Land Acquisition Map Kimmy and Klion. This pretty much summarizes what's the major problem to be overcome about the "takeover game" systems proposed. Guild 1 goes to town X and finds it devoid of any enemies. Thus they declare it "their territory". Guild 2 then comes in another day and finds it also empty of enemies, and naturally declare it "their territory". IMHO, it cannot be so hard for the GMs to actually arrange battles for the territory on a given day, at a given time. Also, there should be consequences agreed beforehand. I.e. the GMs should be aware of what will happen if they will win/lose the battle. The consequences should be the loss/gain of a small portion of the region under conflict, not winning/losing the whole region per se. Also, you should not be able to attack regions deep in the enemy territory, before you have taken some foothold in the border region (i.e. won battles). Unrealistic? Yes, but it is also unrealistic that we have like 5-10 people participating in battles per side. What is also unrealistic is that we never actually die. BUT I see that the only way to do this thing in an interesting way (a way that has consequences) is to AGREE on terms of the battle beforehand. True, it will need more work from the GM/AGMs, but that's life. Ask for help if you can't get it done? Then the big question. Who will be determined the winner or loser of the battle? Especially in attacks to home regions I think the alt rule sucks big time. Practically the defending guild can keep new defenders popping in the battle almost indefinitely, which not only looks stupid but is extremely frustrating to the attacking guild (according to my proposition, they would have had to beat the defender back on other middle-ground regions several times before mounting an assault on the defender's home). Also, what the hell has happened to the fleeing rule? Nobody EVER flees from battle anymore! They run half the damn world and come back an instant they get a chance to. This makes the battles more of a running contest than anything else. True, it's probably the way the "real" PvP in UO is, but isn't the RPPvP supposed to be different from that? Do we have to try and prolong the battle by running around the site of battle for 45 minutes or more? Why, oh why? My suggestion of determining the winners of a battle is again similiar to the region controlling: pre-battle agreement. In most cases the defenders are guarding something and the attackers are trying to claim it. Why not define the "something" into a smaller area. If the attackers manage to scatter the defence and regroup into the contested, pre-agreed area, they have won. Just as simple as that, is it not? The still alive defenders would surrender or flee, NOT hit&run until they are dead to the last man. Now for the "rematches". Sure it's cool to do the battle again, especially if the first one is short, but what the f...? We can't just say that the first fight ended and the next fight will start at the SAME place?! The loser of the first battle will have to yield ground and regroup to a place closer to their home region, right? In some cases, they could be even cornered and forced to back off in a different direction, but it's all the same. There needs to be a discerning factor between the two fights, otherwise it looks like battlegrounds in WoW. And no, that certainly wasn't a compliment! Now go ahead and flame me, oh almighty GMs of a hundred-head guild. Flame my ass off the planet, but while you do, tell me WHY it cannot be done? Give me arguments to my suggestions about which doesn't work and WHY it doesn't work. Because I'm obviously too dumb to see it. Otherwise it would be already done like this, wouldn't it? Wouldn't it? |
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