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Forced Conquest: Your View

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Your View: Forced Conquest  

213 members have voted

  1. 1. Should Forced Conquest be implemented on 4.0?



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Conquests aren't done to "destroy someone's RP". If you're that paranoid that conquests are out to get you, the wilds could be a safe place for you and your RP group, where no one will bother you.

But I agree with proper reasoning behind conquests. I also agree with the idea of "This land will help in the war effort" as a reason: this reason has been used in real life time and time before.

Then surely a safeguard wouldn't hurt anyone?

There are players in every faction that would jump at the chance to ruin someone else's good time. At the given moment, those in power are people I'd trust to do it reasonably - But where's the harm in additions to ensure that it's done right when leadership changes?

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Pillaging is honestly the worst thing in the world. Conquest at least see's that a city or town is still there to play on, but if you pillage, you undo a load of work, break people's spirit, and considering pillages only come as a result of turning down a conquest, that usually means they're the least excited for the consequences of war.

 

Pillages are the things that should be moderated heavily, not conquest. You don't need to take the town's OOC ownership away either, but I would like to see the conquested fed the option to make a new character that is made the leader.

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I completely agree with the forced conquest idea. However, I see the issue of people being scared that a single nation will control the entire server through warfare and sheer numbers.

 

To counter that, I believe war in itself on the server should become more dynamic. Which means factoring in economy, daily active players, terrain, and supply lines, etc.

 

The simplest way I can put this without typing out an extremely large tl;dr is that certain terrains should not allow the movement of a certain sized army on both sides. Limiting the fight in that particular area to 40 vs 40 for example. However, that could also be abused. It could be balanced by not allowing terrain to factor into the conquest of a nation capital.

 

War is never simply gather all the people you can and run in one direction, and it shouldn't be that way on the server.

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Everybody who is skeptical about about this because they are afraid of what conquering forces will do to another area's RP; look at the Elves.

 

The Elves are currently vassals of big bad Oren and are doing perfectly fine in my observations of them, no roleplay has been disrupted or destroyed, no city has been razed to the ground.

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Then surely a safeguard wouldn't hurt anyone?

There are players in every faction that would jump at the chance to ruin someone else's good time. At the given moment, those in power are people I'd trust to do it reasonably - But where's the harm in additions to ensure that it's done right when leadership changes?

Yeah, the conquering faction should be expected to occupy the region they claim, or absorb the land and let them govern themselves under X.

 

When players are OOCingly warclaiming people, other factions tend to band together against them. Even their own side questions them. The wars with just reasonings always are the most popular/biggest: one of the reasons why Oren has a huge attacking force during this last war - there was RP leading up to the war, they weren't just doing it to do it.

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Everybody who is skeptical about about this because they are afraid of what conquering forces will do to another area's RP; look at the Elves.

 

The Elves are currently vassals of big bad Oren and are doing perfectly fine in my observations of them, no roleplay has been disrupted or destroyed, no city has been razed to the ground.

"Oren will conquer everyone and ruin everyones RP" was the main argument against forced conquest, dont see the point in arguing against it now that its been proven wrong.

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*Shrugs* It could be a blast as long as the communities (the occupied and those occupying) play maturely. 

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Forced conquest = good

 

Unregulated forced conquest = room for error

 

Allow forced conquest by default, but allow staff intervention if necessary. Having staff intervene by default is going to cause problems, but leaving it for extraordinary circumstances will allow players to have the necessary freedoms while still having the protection of the staff if need be.

 

Furthermore, I'd like to expand on Wardog's point. There will always be angry players over war and losing and ban reports and etc etc etc. Players quit. Players get upset. This is a constant. Should we really shy away from a beneficial boon to RP only because a small minority fear it?

 

Pretty good idea, yeah.

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-short quote of quoted quote-

Furthermore, the prospect of staff intervention would be incentive to play in good faith.

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About time it was discussed tbh.

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Sure oren won't conquer everyone, but they will certainly begin warclaiming plots that they won't even be able to keep active. What your saying is Imatty, that you have to be literally slaves to oren and do what they say when they say just so you do not have your rp destroyed.

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Sure oren won't conquer everyone, but they will certainly begin warclaiming plots that they won't even be able to keep active. What your saying is Imatty, that you have to be literally slaves to oren and do what they say when they say just so you do not have your rp destroyed.

 

Just stop hating on Oren already, you are making yourself look ridicolous.

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