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Author Topic: EmpireMUD: The Founding of Tradesea  (Read 27938 times)

Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #180 on: May 11, 2015, 01:16:24 pm »

That and some balance reasons drove me out.
Respec battle, drop cut down, get stunning blow and a maul.

Multiple attacks with stun chance? You're golden against casters.

For damage, get an areios charm enchanted with more damage. You dodge, so you don't need a shield.
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rumpel

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Re: EmpireMUD: The Founding of Tradesea
« Reply #181 on: May 11, 2015, 01:48:49 pm »

I'll also not be as much online as I was the past days. Got some serious IRL issues to deal with.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #182 on: May 11, 2015, 01:58:17 pm »

Imperial Decree
I declare every day of the week to be casual dress Friday.
Dissidents will be stripped of their snooty wear via repeated dips in magma.

Okay, I want to talk about our current relationship with The Primogen Empire (I heard those groans).

Now, I personally don't know about the details that led to our curent "cold" relationship, nor do I really care that much. But I do so hate being bothered by political plays. And I've been asked to uh... dispose of the first-portal-destination-i-don't-remember-the-name.

Now, I personally dislike our sedentary lifestyle and personally think that having the world burn (Both ours and the enemies') would be much more entertaining, but I don't want to hurt my precious, precious, slaves subjects. Not to mention having open hostilities might frighten away newer players which would be detrimental to the game as a whole.

Then again, watching the rank list be dominated by two empires who you have no chance of catching up with is also pretty demoralizing to new players.

So, let me know your opinion. Yes, I know they're watching the thread, so PM me if you want.

As I see it we have three options:

1. Get rid of the place.
Pros/Cons
+ I stop getting bothered by "envoys".
+ The portal list is a little cleaner
- We "concede" something.
- We lose a lot of potential mines.


2. Keep the current relationship of "No Discussion".
Pros/Cons
? Not much changes, except I get to be a snooty jerk.


3. Killing Death Murder
Pros/Cons
+ We can salt the homes, rape the lands, and burn the women. (Sorry, 0 empire skill)
- The same can happen to us.
+ We possibly win empires to our side.
- We possibly alienate empires.
+ We can get a lot more active players.
- We can also scare away a lot more active players. (Ala H&H)
++++ I get to see a beautiful town that probably took a lot of time and effort to make be bulldozed to the ground 40-ish catapults which were made in about an hour.
++++ I get to be indiscriminate with my arsenal.

Note: That if we do go to war, the ride never stops. If I have to personally siege ritual every last bit of land they have and see the same be done to ours, so be it.

So do consider things before you answer.
« Last Edit: May 11, 2015, 02:04:13 pm by Blaze »
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DoomOnion

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Re: EmpireMUD: The Founding of Tradesea
« Reply #183 on: May 11, 2015, 02:04:34 pm »

This thread suddenly got 10 times more interesting. It's like watching pre-iron age celtic tribe.

The warriors grow bored! They are causing trouble! Harassing the carls! What do we do?

Why, we wage war!



If we do start a war, I might get back in the game pretty soon.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #184 on: May 11, 2015, 02:07:55 pm »

It's not so much a Celtic tribe as it is "STOP YOOSING BEEG POLLTICKS WEERDS U MAEK GOREBAG HED HERT!".

I hate playing diplomacy. And I'd happily destroy you and everything you hold dear if you try to make me.

I won't escalate straight to war unless they do though, so keep that in mind. If you do want peace, I'll stall for peace. If we do go to war, it's not for selfish personal reasons.
« Last Edit: May 11, 2015, 02:11:30 pm by Blaze »
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Nirur Torir

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Re: EmpireMUD: The Founding of Tradesea
« Reply #185 on: May 11, 2015, 02:45:35 pm »

I'd rather go with the city vs city wargames, and having that city would be useful for it.
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Rabid_Cog

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Re: EmpireMUD: The Founding of Tradesea
« Reply #186 on: May 11, 2015, 02:47:46 pm »

War? Why yes that sounds lovely. But not Primogen straight off the bat. We need to practice our tactics.

The issue is, everyone there is so peace loving hippy dippy, the first empire to start something is gonna get teamed up against. So I suggest we start by raiding, burning down secondary cities that were built too close to us (that one up north looks a lot like Primogen) or perhaps built too close to the newbie areas (threatening our newbies!).

Finally, I suggest we turn Tradesea into Bloodsea, our Great Ocean Fortress. Trench locations become wall locations, they build faster anyway, and would neatly segment our city into defended zones. It has plenty of mountains to provide the iron to fuel our war machine.
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Rabid_Cog

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Re: EmpireMUD: The Founding of Tradesea
« Reply #187 on: May 11, 2015, 02:49:03 pm »

Actually, that might be a good start. We burn down our own city (the top one we dont want anymore), but we designate an opposing force to defend it against ourselves.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #188 on: May 11, 2015, 04:10:42 pm »

First things first, Portal #1 has a bunch of mountains near it. I need someone with the rare metals skill to prospect the area for any ores. If we find nothing I'll dump it.

Second, I'm developing a survival alt so we can start roading mountains, but if anyone's willing to take that skill please do.

Third, I need to know who has the trade/empire/portal skills and which line you've taken sewing/smithing/etc

Fourth, I need any imperium/nocturnium mines mined out, I want to be able to properly gear everyone. If anyone has the rare metal skill, focus on finding mines for those.

Finally, I don't want to claim any more land than we need to, and all cities have some use. I'll agree to use Tradesea; BUT you'll have to build it on unclaimed land to the east, south, or north. We can import the iron ourselves, there's no shortage of that. Stick to basic buildings, clay pits, lumber, etc. I want to train people to build up quick camps and discard them as needed.

Even if you're net specced for battle (or not suited for battle at all), I'll teach you how to use catapults and boats. That will be the primary destructive force you'll be using until you get a proper battle skillset.

Apparently people want to avoid conflict with Primogen, that's fine. I'll tell them if we find nothing in the mountains I'll drop it.
« Last Edit: May 11, 2015, 04:13:15 pm by Blaze »
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Rex Invictus

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Re: EmpireMUD: The Founding of Tradesea
« Reply #189 on: May 11, 2015, 04:19:49 pm »

<snip>

Don't drop the forward base. It's a deterrent to prevent Primogen from attacking us, as we have a staging point for endless attacks on them in a heavily fortified location. Otherwise they have the ability to just fly across the map and murder-rape us with impunity.

Trust me on this, their promises are worthless. Sorel comes along in disguise and investigates our capital whilst we were on a non-aggression pact and then kills off two of our members. Julius invades our cities and steals Imperium from us for god knows what reason whilst they were offering us a non-aggression pact.

You're the High King now, of course.
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #190 on: May 11, 2015, 05:28:32 pm »

Now, tell me about these "things" that happened that cause this relationship. Because from what I understand, we were on decent terms before this all happened.

As for the war games, I think we can form a small sub-clan so we can see what a proper hot war is like.

One more thing: Don't build anything in portal one. If you do it'll screw up everything.
Just don't.
« Last Edit: May 11, 2015, 05:34:37 pm by Blaze »
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Mattk50

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Re: EmpireMUD: The Founding of Tradesea
« Reply #191 on: May 11, 2015, 05:36:13 pm »

I noticed on the political map someone had briefly claimed all around the dwarven capital interior in pink. There's also that pink square to the nw. Anything bad happening?
« Last Edit: May 11, 2015, 05:45:27 pm by Mattk50 »
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #192 on: May 11, 2015, 05:58:47 pm »

Okay, I have several hard labor things done. That short skirmish (please don't brag or overblow things) taught me a lot.

First off, we have a massive oversupply of wood and iron. If you have to grind trade skills, take woodworking and grind it. Or ironworking and make nails. Lots of nails.

Anyone who has the skilled labor ability, please turn on woodcutting. Anyone grinding ritual of devastation, contact me asap.

Anyone with an empire skill of 50 or above with the raise armies ability, tell me asap.
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ductape

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Re: EmpireMUD: The Founding of Tradesea
« Reply #193 on: May 11, 2015, 09:14:13 pm »

Does any of this mean that combat oriented characters are useful now?
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Blaze

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Re: EmpireMUD: The Founding of Tradesea
« Reply #194 on: May 11, 2015, 09:49:45 pm »

Now, I know some of you won't like this, but I had to close down the forward base. On account of "being surrounded by guard towers". I didn't want anyone to wander around and get killed there.

On the bright side, the portal to the NW of the capital was closed. It's... probably best for you not to know what I had to do.

Please don't poke The Primogen until things cool off. I already had to fight Sorel and a pair of his members during an earlier engagement. I'm not very willing to do it again.

As for battle, I want to splinter off part of the clan for those who want to craft and those who want to play "Warband". Maybe we can put together a town to tear down in a "war".

But before that, the defenses of the capital need to be addressed. I'll need to bring my empire to at least 75 to do it, unless someone else wants to step up to the plate.
« Last Edit: May 11, 2015, 09:53:04 pm by Blaze »
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