MM Embassy Roanoke's Beacon of Justice

Forum for In-Game politics, relations and matters of justice.

Re: MM Embassy Roanoke's Beacon of Justice

Postby Dallane » Wed Feb 20, 2013 10:55 pm

TLDR: Quest of visions complete

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TotalyMeow wrote: Claeyt's perspective of Salem and what it's about is very different from the devs and in many cases is completely the opposite of what we believe.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby jwhitehorn » Wed Feb 20, 2013 11:19 pm

Usernm wrote:We not interesting to catch Chief slaves on his claim, because slaves haven't any interesting things. Maybe when Embassy become something more than public toilet for criminal rats we can think about fair siege.
.


Translation:
We are too scared of the Chief to drop claims on his Embassys. Instead we will just pretend like we just don't want to.

Nice Try, but after fleeing from plymouth I'm pretty sure the entire community now knows you lack a backbone.

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Re: MM Embassy Roanoke's Beacon of Justice

Postby darnokpl » Thu Feb 21, 2013 12:23 am

clouddog wrote:
Tylan wrote:Because paying for the treaty will, for most players, be cheaper than buying and paying the upkeep for a town bell. , players would not have to be responsible for defending a base and would instead only have to rely on the Tribe to do it for them.


MM don't give 2 cents about anyone but themselves, they just want ur money and materials to be able to advance faster,become stronger.


And there is any large faction who does care? Russians or GH care about anyone else but their members or anything else than those two things?
Imho tribe is same as other two, just chief likes to make more posts about their actions.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby colesie » Thu Feb 21, 2013 12:26 am

darnokpl wrote:
clouddog wrote:
Tylan wrote:Because paying for the treaty will, for most players, be cheaper than buying and paying the upkeep for a town bell. , players would not have to be responsible for defending a base and would instead only have to rely on the Tribe to do it for them.


MM don't give 2 cents about anyone but themselves, they just want ur money and materials to be able to advance faster,become stronger.


And there is any large faction who does care?

I care
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Re: MM Embassy Roanoke's Beacon of Justice

Postby Mereni » Thu Feb 21, 2013 12:44 am

Yes wrote:Doesn't this mean these embassies are only for nomads?
1. Each day russian faction will put a waste claim over the current embassy.
2. Each lean-to owner treaty payer will need to log in, move to another embassy for an hour or two. (will it be their new way of playing the game?)
3. ??
4. Profit? for who?


From what I understand reading the OP, these embassies are for the protection of refugees. The Russians come and siege your base, maybe you have another place to go or maybe you don't. If you don't, you can at least stay in a Tribe embassy for awhile until you find a new home.

Also, if they Russians are tracking your character with the intent to kill it because you killed one of them defending yourself, the embassy is belled and needs a waste claim to attack. If that happens, there are other embassies to move to. This is just what an individual would have to do alone to save a character with scents against it, only it would cost them a lot more.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby robert » Thu Feb 21, 2013 12:57 am

i dont see how anyone would kill a russian with anything but a murder alt given the typical humor level for raiders/russians. i cant see some noob with under 100 humor killing a raider/russian unless they were dumb enough to ko on a claim. so why would anyone need this system?? if you dont have scents (which you shouldnt have unless the toon is a black skill alt anyway) there is no way for anyone to hunt you down and kill you, so this "protection" claim seems fairly pointless to me.

unless the op is claiming russians have magical powers to force log you in without summon scents..

its nice and all that you feel roanoke requires justice protection but i just dont see how this would stop russians raiding you :/ if you are moving from "embassy" to "embassy" you arent really going to be doing squat as you cant farm or mine constantly relocating every 12-14hrs do to wastes.

so if they hit your place to cause you to move to an "embassy" you are already screwed so whats the point?? dont leave scents and logout bam they cant do anything to u :/
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Re: MM Embassy Roanoke's Beacon of Justice

Postby mentalyll » Sat Feb 23, 2013 3:31 pm

darnokpl wrote:
clouddog wrote:
Tylan wrote:Because paying for the treaty will, for most players, be cheaper than buying and paying the upkeep for a town bell. , players would not have to be responsible for defending a base and would instead only have to rely on the Tribe to do it for them.


MM don't give 2 cents about anyone but themselves, they just want ur money and materials to be able to advance faster,become stronger.


And there is any large faction who does care? Russians or GH care about anyone else but their members or anything else than those two things?
Imho tribe is same as other two, just chief likes to make more posts about their actions.



I see him as a Kim Jong Il. A media man. A PR-guy.
While his population is starving and his lands burning, he assures us that North Kor- MM tribe is thriving.
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Re: MM Embassy Roanoke's Beacon of Justice

Postby dageir » Sat Feb 23, 2013 10:19 pm

Its simply the tribe expanding their influence on the other two servers further.
Somebody once wrote, "Hell is the impossibility of reason." That's what this place feels like. Hell
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