War is virtually invisible to the majority of us non-combatants. Even with deathsight up it can be difficult to determine whether the battle is in Targossas, Eleusis, or wherever. I propose there be some sort of world emote added to note when a room (or several) is destroyed in a city perhaps with accolades being noted appropriately.
~
You close your eyes momentarily and extend the range of your vision, seeking out the presence of Drugs.
Though too far away to accurately perceive details, you see that Drugs is in Mhaldor.
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Comments
"A victorious cheer erupts from Mhaldor, its forces sucessfully repelling a sanctioned raid by Targossas."
"A violent explosion shakes the firmament, clouds of smoke rising from Mhaldor."
Easier said than done, however.
Losing their light in the glorious sun,
Thus would we pass from this earth and its toiling,
Only remembered for what we have done."
On the war system, which probably deserves its own thread...
Literally any form of win condition would be better than the current system, where the lack of one means the best way to pursue victory is to grief the other team so hard that eventually either 1. they beg their leader to surrender, 2. they replace their leader with one who'll surrender, or 3. their leader surrenders to stem the flow of citizens quitting the city/game.
I would like to see it remain fluid in terms of win conditions, with many different types to pick from, rather than one-war-fits-all. My ideal system would have a setup where before declaring war, city leaders approach their patron and the other city leader OOC, and arrange a different, relevant win condition for each war. Or for a couple of major battles within each war. That way you can have wars be about a specific issue, and have the gameplay reflect that, rather than an Events post afterwards that makes stuff up.
Some examples:
- Ashtan and Mhaldor go to war over who controls the Sapphire Sea. One battle is a full on navy vs navy fight to the death, prearranged to take place at X time when lots of people will be logged on.
- Targ goes to war with Hashan to try and eradicate Darkness. One battle is army vs army in the entire area of Adryn's Keep, with each side trying to hold a specific room for 45 minutes to unlock and claim/destroy a token relic.
Losing their light in the glorious sun,
Thus would we pass from this earth and its toiling,
Only remembered for what we have done."
Typing on my phone so I hope this turns out right.
I think this could be workable if the admin pushed it, similar to how events are run - and after all, isn't an inter-city war an event of its own, really? History has generally shown that when left to their own devices, player-led wars have tended to be imbalanced and typically tend to involve a win-at-all-costs method to basically 'grief' the other city into surrender, or until the winning party gets bored and goes 'k we're done with this', which is completely arbitrary.
Can players do this on their own? Yes, and in an ideal world, perhaps they should/would; however they don't for a number of reasons, including and not limited to a dislike of the opposing players, unwillingness to play on terms not favourable to themselves, distrust of the opposing side's capacity to adhere to any agreements and more. Even within their own factions, opinions can be vastly divided on how a war should be waged (see: rants) and to a certain extent, leaders have to take this into account to ensure that people aren't getting too burnt out by the war.
I don't know about the Hashan side, but I can personally say that the Hashan-Mhaldor war seems to be a lot more fun for most people on our side because of the Divine-led involvement. There is a tangible, achievable goal for both sides (at least in theory), everyone can contribute in more ways than just shrine defilements and fighting, and it is actively pushed by the patrons of both cities for further incentive. The Targossan war, largely, lacks this; it's primarily back and forth ganking and defiling, which is much less overall inclusive and seems largely to be a game of patience.
TL;Dr: I think the main problems with the current war system, beyond the actual raid part which is being talked about in another thread, lie also in that the majority of wars lack a tangible objective beyond 'grief them into submission' and is one reason why many of them tend to be prolonged long past their capacity for fun and why they slowly devolve into tactics that aren't fun for anyone - because neither side wants to admit defeat until they absolutely have no choice.
It might be sad to say, but I think a more interesting system as proposed by Blujixapug would stand a far better chance if led and defined from the start by the admin instead of leaving it to the players - however, the actual -winning- of these wars would still depend entirely on the players, so it retains that fun sense of being able to shape history without the tedium of the current wars as they are.
So I'm not completely off-topic: The idea is nice, but it would probably be better to address the problems with sanctioned raids and the war system first before worrying about how they look outside.
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Shala-khulia got me back into the game after 12 months or more of not logging in for longer than a few minutes. It was a terrible event for other reasons (largely the post-event handling of it, but I understand things got hectic with the sudden realisation that whoa, they weren't kidding - groves and forest defs are ridiculous), but it felt meaningful. This war system cheapens everything it touches, and it should be fixed and not extended in its current direction.
The Occultists and the Church were simultaneously informed that there was a vault hidden inside an ancient statue in Xhaiden Dale, which held a Babelite Chaos relic (an athame or a chalice or both, I forget). So the Church rallied Shallam, and the Occultists rallied Ashtan, and both sides were fighting this huge area-wide battle to try and hold one particular room in the middle of Xhaiden Dale for long enough for someone to figure out a puzzle controlling the vault's locking mechanism. It went back and forth a couple of times with each side routing the other to hold the room. It was very intense and fun.
The story made it memorable. The win condition (open vault = win = battle over) kept it brief, I think it went for about an hour after the fighting started. The lack of advanced warning meant that while it was an area battle, there was no entrenchment before combat started.
In the long term, what wars will he remembered for is what they -accomplished-. The battle on Nishnatoba during Bal'met would have been completely miserable if not for the sense that we were doing this for a reason, to accomplish a grand objective and to save the day. The war system right now, just alone, is kind of like the fighting part without the epic story to make it worth it.
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내가 제일 잘 나가!!!111!!1
Deucalion once gave a TF to everyone that was in the room being destroyed. This epic narrative element will be remembered for generations to come and probably slipped through the cracks to be made into an events post.
A system as suggested in this thread might be interesting, but I don't think it would help much with the Hashan-Mhaldor war as I don't believe Hashan managed to use up a tank yet and are busy sharpening up that raiding powah. The part about Ourania and the fog-sucking meteors was interesting, and it would likely be better if the Mhaldor-Targossas conflicts had that kind of Divine interaction, but I think the Good Gods will be busy building up Targ for quite a while yet.
But, yeah, at least a worldwide message when a room explodes would give a better sense of grandeur to the whole thing, it is the big point of being a city soldier under the current system.
Those are the kinds of things we can do as events, but not that often at all.
One argument I would make is that war is extremely infrequent in Achaea. There have been maybe 3-4 wars in the last 5 years. A battle scenario is something much smaller in scope to prepare than something like the Bal'met event. Although if wars were fun, people might start declaring war much more often, so that logic would no longer apply...
I was going to say the same thing - in general, proper "War!"-type wars aren't frequent at all, as far as I know - we're not saying for every random raid or extermination to need a grand event.
On my side, I was talking more about the Divines of the respective cities providing more clear objectives for winning the war, and perhaps spearheading the conflict themselves - it seems to make much more sense story-wise, as well as giving it that epic feel and does a lot motivation-wise to see your God rally you to battle. It would also mean that city leaders wouldn't be able to declare war as they pleased without admin approval and clear guidelines for victory, which honestly I can only see as a good thing in this particular situation.
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I... thought that's what folks were doing?