Hello,
I decided to write a new thread to have it all in one place (deleted the previous one). I just learned a bit more about the game.
Decent people support bringing red nicks back, but there is one very important issue that was explained to me by Jackdstripper:
In the case of guild wars, we have a problem with the criminal system because players unjustly become criminals = red nicks.
The solution for that is:
Let them sign a charter (eg: 4h or whatever). All members of one guild and the second (or more) are immune to the criminal system (only each other and except cities, ofc) for the time established by the charter.
Benefits:
- easy to code
- we do NOT need any instances for guild wars
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2 FRACTIONS IN MORTAL 2 ONLINE:
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Bringing red nicks back will naturally divide people into 2 fractions which would be wonderful and gives the game fresh air.
There will be "blue-nicks" supporting each other and "red-nicks" (maybe supporting each other as well after some time).
"Red-nicks" would be attacked in towns by guards BUT they could have their own bandit towns - of course with NO GUARDS. Let them slaughter each other as they love it, don't they? The reward for being a bandit could be not being attacked by some bandit NPCs around the world, but attacked by guards in the towns.
Should they lose stats for red-nicks?
In my opinion not, why? They should be marked for society (red nicks), should lose access to normal towns, lose protection from guards in their own bandit towns, and can be killed by blue-nicks in the wild without any consequences as we kill pigs in towns.
How to stop them if they have nothing to lose? Full red, no further consequences for killing players due to the criminal system:
For each report at a priest, one NCP mercenary should start to hunt them like in Assassin's Creed and fully loot them in case of death. Players (blue and red nicks) should have such a possibility as well in return for rewards. The reward for red players should be smaller because the corrupted liaison (in bandit towns) will take his share of receiving heads in blue towns.
Red-nicks should have the possibility to corrupt guards in blue towns (pay some gold - not too much - 100?), but still could be killed by blue-nicks with impunity there.
I do not know if red-nicks should become blue again - I leave this issue for now. But I am sure - not easily.
Thank you all!
BLUE NICK
I decided to write a new thread to have it all in one place (deleted the previous one). I just learned a bit more about the game.
Decent people support bringing red nicks back, but there is one very important issue that was explained to me by Jackdstripper:
In the case of guild wars, we have a problem with the criminal system because players unjustly become criminals = red nicks.
The solution for that is:
Let them sign a charter (eg: 4h or whatever). All members of one guild and the second (or more) are immune to the criminal system (only each other and except cities, ofc) for the time established by the charter.
Benefits:
- easy to code
- we do NOT need any instances for guild wars
*******************************
2 FRACTIONS IN MORTAL 2 ONLINE:
*******************************
Bringing red nicks back will naturally divide people into 2 fractions which would be wonderful and gives the game fresh air.
There will be "blue-nicks" supporting each other and "red-nicks" (maybe supporting each other as well after some time).
"Red-nicks" would be attacked in towns by guards BUT they could have their own bandit towns - of course with NO GUARDS. Let them slaughter each other as they love it, don't they? The reward for being a bandit could be not being attacked by some bandit NPCs around the world, but attacked by guards in the towns.
Should they lose stats for red-nicks?
In my opinion not, why? They should be marked for society (red nicks), should lose access to normal towns, lose protection from guards in their own bandit towns, and can be killed by blue-nicks in the wild without any consequences as we kill pigs in towns.
How to stop them if they have nothing to lose? Full red, no further consequences for killing players due to the criminal system:
For each report at a priest, one NCP mercenary should start to hunt them like in Assassin's Creed and fully loot them in case of death. Players (blue and red nicks) should have such a possibility as well in return for rewards. The reward for red players should be smaller because the corrupted liaison (in bandit towns) will take his share of receiving heads in blue towns.
Red-nicks should have the possibility to corrupt guards in blue towns (pay some gold - not too much - 100?), but still could be killed by blue-nicks with impunity there.
I do not know if red-nicks should become blue again - I leave this issue for now. But I am sure - not easily.
Thank you all!
BLUE NICK
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