Castle doctrine

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Castle doctrine

Postby dageir » Sun Jan 27, 2013 5:01 pm

Im sorry about starting this as a new topic, but I must refrain from necro old threads since none of them were started on this specific topic. (I have been warned for derailing when not sticking to the exact theme of the OP.)

Anyhow:
How about implementing castle doctrine?

For those of you who dont know what this is about here is link:
http://en.wikipedia.org/wiki/Castle_doctrine

For those too lazy to check out that link what it would mean in this game should be that if you
are on your own claim while being in combat with an intruder or a (former) friend for that matter wouldnt leave scents when you batter and/or kill the person.
This would hinder an endless circle of summon kills since you wouldn get scents from the one you tried to raid, but the raider would leave scents.
The whole idea of scents is a bit artificial but lets us have some kind of justice, make it more just.
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Re: Castle doctrine

Postby Odekva » Sun Jan 27, 2013 5:39 pm

I would fully support this; I am not quite sure since what date the Idea of private property was implemented but from all I knew people were fighting for the right to kill intruders from the very beginning. And for sure a village or a small town authorities could have done this with all rights with arbitrary laws and trials by Jury later.

So, Hang em! :twisted:
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Re: Castle doctrine

Postby MagicManICT » Sun Jan 27, 2013 5:44 pm

I believe this discussion came up on the Paradox Plaza forums. I found it interesting, but there isn't here and if it's where I think it was, the forum is locked (but publicly viewable). I can probably find it again (as maybe a bit of an addition to the conversation), but I'm on a bit of a house cleaning break, so I don't have time to try and pull up it up at the moment. I'll try to remember to do so a bit later today if someone doesn't get to it first. (Might need to remind me.)

I'll say that I'm not against the idea, but you might be hard pressed convincing the devs to change the "eye for an eye" justice concept.
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Re: Castle doctrine

Postby Dallane » Sun Jan 27, 2013 6:02 pm

MagicManICT wrote:I'll say that I'm not against the idea, but you might be hard pressed convincing the devs to change the "eye for an eye" justice concept.


This. I'm fairly sure are set in this idea.
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Re: Castle doctrine

Postby dageir » Sun Jan 27, 2013 6:06 pm

The change wouldnt be huge and would as I said and would hinder the unreasonable scenario where a raider can come back with other toon or a friend and gather scents and summon the owner of the village/claim after he has logged off.
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Re: Castle doctrine

Postby Dallane » Sun Jan 27, 2013 6:36 pm

dageir wrote:The change wouldnt be huge and would as I said and would hinder the unreasonable scenario where a raider can come back with other toon or a friend and gather scents and summon the owner of the village/claim after he has logged off.


like i said gl getting them to change it
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Re: Castle doctrine

Postby rodrigoq » Sun Jan 27, 2013 7:30 pm

Maybe if we let them know, just how stupid their current summoning system is, they will change it.

Yes..

Stupid

Terrible

Useless

Worthless

Lazy

Pointless

Piece of ****

summoning system.

Justice system really needs some effort put into it.
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Re: Castle doctrine

Postby JeffGV » Sun Jan 27, 2013 8:17 pm

Oh, good luck. I've been arguing this exact matter multiple times, with no avail.
It would be perfectly logical, it was in use by the colonist, yet the devs are against the idea.
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Re: Castle doctrine

Postby darnokpl » Mon Jan 28, 2013 11:23 am

Fully supported. It would allow peaceful camps/towns to defend without need of HV!!!
If Devs are supporting hermits they should also support this idea, with current siege and summon-kill mechanic hermits can't defend their camps without changing them into HV.
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Re: Castle doctrine

Postby Dallane » Mon Jan 28, 2013 11:47 am

darnokpl wrote:Fully supported. It would allow peaceful camps/towns to defend without need of HV!!!
If Devs are supporting hermits they should also support this idea, with current siege and summon-kill mechanic hermits can't defend their camps without changing them into HV.


>implying hermits and peaceful camps could stop invaders
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