You all know that when you get in trouble by the law and it is serious that you can wind up in jail. Ofcourse you all know that in jail one single guard does not guard the whole entire jail. So... I was thinking that maybe there should be guards in the jails that come out and attack the dude or dudet whom just killed the main jail guard of the said city. I think it would be relative to how jail really works.
Been thinking a lot about this... take a gander.
Without significantly reducing the power and durability of the current jail guard, that wouldn't be a feasible suggestion. It would make break-outs nearly impossible, which has a greater sense of realism, but a lesser sense of game-balance.
I just think it would tip the balance way too far in Tribunal's favor.
I didnt say the guards that came out needed to be super tough... Just perhaps annoying.![]()
And isnt the point of jail not being able to leave or be broken out? Atleast I thought thats why they sent people there. I want some maximum security prisons in aabahran!~![]()
Perhaps an idea might be for the Tribs to be able to (for a substantial CP cost) hire extra jail guards for a time, and only when members of an enemy cabal are on?
Perhaps an idea might be for the Tribs to be able to (for a substantial CP cost) hire extra jail guards for a time' date=' and only when members of an enemy cabal are on?[/quote']
I -really- like that idea.
Dey
Dude.. thats a crap idea. Tribbies dont need any more help then they get.
So says Druid-Watcher man.
Thing is, though, that Tribs are the only cabal that doesn't instantly kill their enemies when they beat them; they toss them in jail to await execution. Making sure they are executed, especially when Trib is outnumbered and dealing with cabal warfare, is difficult. I recognize that it is supposed to be difficult (else it'd have been coded differently), hence my recommendation of a high cp cost, a time limit on how long the hired guards will last, and that they can only be called when enemy cabal members are on.
I have seen the Tribbies in action and I think that they are fine as is, if not already VERY powerful. This would tip the balance in their favor a bit, as breaking out is a way to compensate for their beastly nonsense. Having a plethora of annoying guards would give them enough time to come in and have at you, which is just uncool.
Not a plethora. I'm proposing a very limited skill that would really only be worthwhile for Tribs to use when they are outnumbered, constantly engaged, and are having trouble keeping anyone in jail long enough to actually be killed.
EDIT: Perhaps a further restriction would be warranted... the hired guards do not protect the jail as a whole, they protect individual cells. Prisoner prioritization and all that.
You all know that when you get in trouble by the law and it is serious that you can wind up in jail. Ofcourse you all know that in jail one single guard does not guard the whole entire jail. So... I was thinking that maybe there should be guards in the jails that come out and attack the dude or dudet whom just killed the main jail guard of the said city. I think it would be relative to how jail really works.
I seriously got upset before I realized you were talking in game.
:-D
cheers!
I like the idea of personal guardians for each cell, that way the breaker-outer would have to decide which person to free. Make them no stronger than clan or guild guards.
Well clan/cabal guards are already kinda tough... Think about it. Breaking into jail is illegal. You will be wanted and the Tribunal will be on his way to kick your butt for attacking the jail. You now have to finish the guard THEN kill another decently tough guard? No way.
If anything there could be a mahn-tor like trap over the cell, with a couple weak guards that mostly just hinder movement.
all I hear is overpowered, play a tribby and fight by yourself against 6 criminals and see how many get put to death... Then add your two sense.![]()
My take on the idea works like this. Cabal Warfare. Knights, Nexus, all of em make their armies and such. Maybe kind of in the same vein that is how Tribbies make extra guards. It is cabal warfare after all.
tribunal has many many many guards...at the gates of every city. They stop you as you run through and they each have their "big guard" in each city, plus their own guard.
A person tries to break someone else out of jail, they become wanted..perhaps outlaw asap for it. Thats the punishment, now they have to deal with no shops and guards that stop them..jump on them while they fight other people etc etc.
next time I'll just keep my mouth shut.
I've been outlawed and wanted, and the guards in the cities I found to be an annoyance, not a threat, unless I was stupid enough to be fighting a Council in the city anyways. They can be bypassed quite easily. Jail guards, however, should be very different from these, as people in jail have already lost the fight and are basically getting their lives back.