Procne wrote:The idea is about removing the need / ability for recruited town members to open the gates for the enemy.
Would be nice for these to only work on the town claim, so people can't have a network of XRs.
Procne wrote:The idea is about removing the need / ability for recruited town members to open the gates for the enemy.
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.
Potjeh wrote:The real solution here is better rights management. So you don't have give the right to everyone you swear in to knock down walls and braziers, and have him transfer these rights to a whole raiding party simply by partying up with them. Then you simply don't give keys to sensitive areas to new recruits.
Potjeh wrote:Well, I think a general category for destroying buildings should do the trick.
Scilly_guy wrote:Scilly_guy wrote:Basically all the OP is suggesting is a way for village members to get past walls without having a key... why not just make it so the mayor can make some gates in the village "Town Gates" which simply allow members to walk through without a key.Procne wrote:Well, the simplest solution would be to allow town members to walk through gates without opening. Just like claim owner can walk through claim token.
But that would require some special type of lock / key, for walking through.
Where did you get that idea from??
ImpalerWrG wrote:Scilly_guy wrote:Scilly_guy wrote:Basically all the OP is suggesting is a way for village members to get past walls without having a key... why not just make it so the mayor can make some gates in the village "Town Gates" which simply allow members to walk through without a key.Procne wrote:Well, the simplest solution would be to allow town members to walk through gates without opening. Just like claim owner can walk through claim token.
But that would require some special type of lock / key, for walking through.
U
Where did you get that idea from??
Actually lets make it real simple, gates don't 'open' anymore period you just don's experience collision with gates unless you lack permission, if it's an unlocked gate everyone can pass right though it, if its locked it is permeable only for keyed people. If we want to have them graphically swing open and closed that's find but it will not be a change in the gates state, gates just have 1 state. This gives the benefits of simpler gates to plain claim owners as well as towns.
This eliminates the annoying opening and closing (which is doubly annoying with a cart) every time we come or go. And second it gets ride of the 5th columnist problem which is really damping down everyone's willingness to recruit and grow towns.
I do like the idea of gates owned by the town itself rather then a person so that all town members are passable without needing to individually attune and hand out massive numbers of keys, it also makes ejection from the town immediately effective.
kaillslater wrote:What if town bells could be upgraded, via witchcraft, to provide 3 to a town. TB would only need large upgrade (spell with some large fixed resource cost) and not a destroy/rebuild. The TB upkeep would be increased, wether through silver or other meter to keep bonus functions in effect.
As a corrolary, I like the idea of levels of permissions within a town. Just as trial members can do only certain things, there may be one or more intermediary groups that gain permission to do more on a town claim, ending with the ability to destroy defences. No idea how this would be determined, but it's a thought.
Final tier could also allow 3 permissions. This way, sensitive areas would not have keys given out, and only the trusted town members would have access.
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