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The TWP, its possible return, and you.
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Kaelthir
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PostPosted: Tue Sep 13, 2005 8:49 pm Post subject: Reply with quote

Quote:
If the butthole PvP'ers are that bad, they'll VERY quickly find themselves ostracized. Or they should.


The thing is, in the past they always haven't been. Which is why I'm watching this carefully to see what happens.
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Teh Glouris Lrod Kujabis
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PostPosted: Tue Sep 13, 2005 9:08 pm Post subject: Reply with quote

This community has never had the organization or the balls to do that. All that happens is one group unwars and semi-ignores another while the rest keep doing whatever.
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Arakad
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PostPosted: Tue Sep 13, 2005 10:47 pm Post subject: Reply with quote

bingo, a cookie for the Kuja skullcool
great idea, but will have to see it in progress.
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Dan
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PostPosted: Wed Sep 14, 2005 12:14 am Post subject: Reply with quote



Poked around on paint and made this for ya'll. Just an example map, unless you like it.

TWP sounds fun, and as long as we keep it simple, it just as heck might stay fun, as long as we have someone who is willing to update the territory claims and whatnot. I only did Southern Malas because thems the only guilds I've seen in the past week other than the leaders.
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Tatinana Skyfire
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PostPosted: Wed Sep 14, 2005 12:33 am Post subject: Reply with quote

i have a copy of the original TWP maps
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Kaelthir
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PostPosted: Wed Sep 14, 2005 1:47 am Post subject: Reply with quote

Another reason: It makes it difficult for groups who are trying to have secret townships, which there is at least one of ;(
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Rosar Ashande
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PostPosted: Wed Sep 14, 2005 7:25 am Post subject: Reply with quote

If the d00d PvP'ers can't be controlled, then I don't see how this could work any way you set it up.
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Baron Mordegan
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PostPosted: Wed Sep 14, 2005 9:01 am Post subject: Reply with quote

The TWP idea was a good one but there was waaaay too many rules...as for land ownership each guild should not lose their main square (if you saw the old maps you would see many little chunks) however, I have always thought that it would be cool if you expanded from your square you had to lay claim and it had to connect to your main square. now if the square that you seek connects to anothers guilds square--you can use diplomacy to negotiate treaties of non-aggression, or siimply let the the "potential" aggreessor go unchallenged or fight it out. The fight would involve the following..if the attacker loses he cannot challenge that square for 2 weeks and must pay 100k to the winning guild for damages. If the aggresor wins they get 100k as booty and can own the land until challenged (2 week period) the finer details can be worked out among guild leaders. The more squares a guild owns the more powerful the guild leader becomes in determining policy in a central body of roleplayed government etc...bad guilds raise taxes, make slavery legal, encourage lawlessness and the elimination of all that is good. While good guilds do the opposite..just the more power you have the more overt your agenda becomes known...etc..

anyway just some ideas.
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Ceinwyn ab'Arawn
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PostPosted: Wed Sep 14, 2005 9:03 am Post subject: Reply with quote

Ok, I have a few things on my mind. This idea would work out great for those who like to claim a town for their RP. I have ever been one to shirk that type of responsibility, but I respect that it gives good roleplay.

I would just like to say if it is realizm we are going for... one must acknowledge geographical terrain i.e. Umbra. It is controlled by dark forces. Evil powers. (i personally RP that all the npc there are actually undead that are disguised, but thats just me-i might be delusional) Why would a light guild willingly come to this place... this place should be thought of as Fel itself, almost, for it is controlled by OES. People should tread with fear coming through, as in the old days of Caina.

Also, as Norture pointed out, what of player towns?

And guilds that claim no town but have special interest areas? Druids, for one, consider certain areas to be sacred, and while they will not usually participate in the land wars of mankind, they will, however, fight to preserve Treefolk(caught between Bailos' evil grip in Sanctus and OES in Umbra) and they will fight to avenge evil(burning of the woods of Spirituality). They have certain "spiritual guardians placed in various cities, around UO. Those of you who have actually spoken to them have know what I refer to.

So far, the rules I have seen put up look good. OOC is something that should always be done, as Kuja said, to respect the rights of players. And yes, guilds that do not like the idea do not have to participate- or they can be allowed to "win" a war, through RP battling.

I.E. OES has 5 members but Luna brings 20. Before the battle, Norture sacrifices a virgin from nearby village to Oblivion and is empowered with the wrath of Oblivion. He sends a wave of curses washing over the warriors from Luna, filling them with thoughts of dread and woe, the weakest going to their knees (do a strength check, only people with like 100 or above strength remain standing). RP wise, Oblivion is one of the most powerful forces in our little RP world, it should be respected. At this point, almost all the goodies are on their knees or writhing on the ground in agony, so the battle is over.

Druids would like to participate in something like this, if it is acknowledged that we view mankind's territorial designs upon the land as fleeting at best (for in the end time will withstand all and buildings will be worn down to dust) and at worst an insult to Lord Oaks law. All Life is equal (which put us in a bad position with the regency during the invasion of brit).
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Nazralte
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PostPosted: Wed Sep 14, 2005 9:30 am Post subject: Reply with quote

Ok, Ill try and answer a few more concerns.

First to Dan. Those "chunks" you have are much, much bigger than what the TWP does. Imagine those areas being like 30+ sections. [Right now only Tram/Fel has maps. I would have to make up new maps for Malas and Zento if everyone wanted me to]

Noture: Secret towns would work very well in this system. You would tell me, I would put it on my copy of the map, the public does not see it. When someone tries to claim that section, they get surprised by you.

Rosar: This is for us RPers. Its not like im going to put it up on stratics and invite all of UO to participate.


Ceinwyn: Player towns would work great as well. This isnt just about NPC cities, it is about the land itself. With so many little sections, it would be very easy for a player run town, say GoS's have the couple little peices around the shrine there. As for the special areas, that, I think, would fall under the raiding type rule. Where your druids would need to speak through (if through enemy lands) to get to whatever spot your trying to defend.

But everyone does need to remember, this is an OOC tool to help with land wars and such. To make things more intersting and fun. It should NOT interfere with RP at all. If you are doing RP that will break a TWP rule, then just talk to whomever you are RPing with and do it. I would never say "Druids cant fight OES there because they cant reach it". If OES says its cool, its cool. Simple as that. Its for everyone to use, not forced to use.
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Ceinwyn ab'Arawn
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PostPosted: Wed Sep 14, 2005 9:35 am Post subject: Reply with quote

Druids are like wandering healers... basically, but with more fervor. we actualyl "expect" to be allowed to walk freely wherever we chooce.. and to participate outside of city laws.. which of course, we wouldnt break anyway (most good cities anyway)

we are neutral
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Rosar Ashande
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PostPosted: Wed Sep 14, 2005 9:47 am Post subject: Reply with quote

Nazralte wrote:
Rosar: This is for us RPers. Its not like im going to put it up on stratics and invite all of UO to participate.


Um... I don't remember ever saying that you were going to. Kuja brought up the problem of moronic PvP'ers and I responded.
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Dan
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PostPosted: Wed Sep 14, 2005 10:46 am Post subject: Reply with quote

Baron Mordegan wrote:
The fight would involve the following..if the attacker loses he cannot challenge that square for 2 weeks and must pay 100k to the winning guild for damages. If the aggresor wins they get 100k as booty and can own the land until challenged (2 week period) the finer details can be worked out among guild leaders.


- An entire 2 weeks? Seems kinda long. I would think this would be on a weekly basis.

- As far as PvPers go, I agree that we can at least find commonground to say who and who not is fit for RolePlay. I mean it should be pretty obvious, like if they talk in all caps, or no caps, speak no roleplay and never emote, or just a maturity factor.

- Now when you say special powers, I don't see why that should be allowed. That just gives someone an advantage that they could "summon" EVERY time they fight, so if they HAVE to use one then it can only be used once/twice a year. I just prefer never though, because that has too much potential to ruin the warfare.

- As far as my map goes, I guess thats all I could think of as far as Southern Malas is concerned. If we were to do the entire continent of Malas, we'd probrably need to point out specific nuetral points such as "The Freehold". But my map, I think, is just a basic summary of each Order's kingdoms. If you want I can try to section it up abit, but 30+ sections? God almighty, a 2 week period would take FOREVER to really get warfare going. 1 week, 'nuff said.

- I think that if the Druids were payed, they could participate as a power in a battle by...

1) Having some minor pets participate in the fight. (Drakes, Wyverns)

2) Summoning a force of nature to assist. (Earth, Fire, Wind, or Water) (only one)

But again, bad idea for powers. Neutral


Last edited by Dan on Wed Sep 14, 2005 10:51 am; edited 1 time in total
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Mallory Ventrue
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PostPosted: Wed Sep 14, 2005 10:48 am Post subject: Reply with quote

Naz, I think this is a great idea and has a lot of potential. Count me in. Smile
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Arlin
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PostPosted: Wed Sep 14, 2005 11:39 am Post subject: Reply with quote

I always loved the idea of the TWP. And, omg, I have something positive to say; this could actually be a catalyst for getting your community back to how it used to be.

But first, a few things I didn't/dont like.

-1 week between claiming land: theres ALOT of land, and alot of places to claim, it would take weeks a LONG time to make any serious progress. I always thought 3 days between attacks/claims.

-This BS about limiting how many people can be fielded. If the defending guild cant defend thier land, they need to forge an alliance with a bigger guild. War wasnt about fairness, it was about winning.

-You can ONLY control one piece of land per player you have in your guild. I HATED seeing 5 man guilds owning 20 parcels of land, simply because no one was around to attack them. BS.

-You do the crime, you pay a fine. None of this 'the battle didnt happen cuz he rez killed' stuff. If one guild says another broke a rule, you bring in an arbitar, listen to both sides, guy decide whose wrong, then the guild that broke the rule pays a stipend to the guild and the player they wronged. Trust me, hit em in the wallet. Different penalties for different crimes.

-Documented additions to the guild. Once a week, a guild has to update someone in charge with a list of people in the guild. This prevents stone-stacking, which was a HUGE problem back in the day. If you aint on the list that week, you dont play, PERIOD.
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