PDA

View Full Version : Dustari Zormite War


Drakeero
07-25-2007, 09:07 PM
Alright, unlike the one the first time I was around as emperor, this one isn't voluntary on both sides. Bosh is forcing war on Zormite, for the throne. Conditions which I have NOT accepted, but it seems I don't have much choice.

Once again, I propose the two part war suggestion. Since a real 'kingdom' can be expected to have thousands of people (try having a REAL kingdom with just 15 people), and hundreds of war ships, chances are a naval power like Zormite can put out enough scouts and guards to make a surprise landing without forcing an engagement with our armada.

Therefore, the first part will be a symbolic naval battle between a small number of ships, instead of a massive fleet to fleet fight. Because in a real naval warfare situation it is unlikely for an enemy force to land significant number of troops on the island until the navy capacity of said kingdom is broken. Zormite will not officially recognize landing parties during the naval battle.

If Dustari WINS the naval battle, then the Zormite fleet is considered destroyed, and we move on to the ground war a little bit later in the day, or the next day, or the next weekend.

Should we WIN the naval battle, then we would have the option to hold a navy attack in Dustari's waters, and so on, and so forth. While we would not take this option, it is still open.

In order to win the war, you need to win both the naval battle, and the land battle. The use of the Zormite dungeon will not work, because there is a bug preventing the levels from linking up. In addition, the use of stick me should be expressly forbidden and enforced.

These are the conditions that I insist upon. I believe that since its my nation at stake, and that this war IS being forced upon me, that I should have some say in the rules of engagement.

(P.S. Should we lose the naval combat, I obviously would not want an all-out melee with the Dustarian forces. Not only would it be over virtually instantly, but it would not really be very fun (at least not for us). I may suggest a more interesting and complicated system for invading and conquering Zormite. Something like 'conquering each town' individually. Even if we still have no chance, it will make the war consist of multiple battles, and make it more epic.)

Ravenblade1979
07-25-2007, 09:55 PM
YOu know you can just say no. As long as you don't agree to the war it won't happen regardless of what bosh or john says.

Googi
07-25-2007, 10:29 PM
YOu know you can just say no. As long as you don't agree to the war it won't happen regardless of what bosh or john says.

I have never heard of this rule.

Crimson2005
07-26-2007, 12:28 AM
YOu know you can just say no. As long as you don't agree to the war it won't happen regardless of what bosh or john says.

Hahahahahaha so not true.

cyan3
07-26-2007, 12:30 AM
YOu know you can just say no. As long as you don't agree to the war it won't happen regardless of what bosh or john says.

Yes it will, if we were allowed to say No to a war we won't have wars, and what is so wrong about a war?

If Dustari WINS the naval battle, then the Zormite fleet is considered destroyed, and we move on to the ground war a little bit later in the day, or the next day, or the next weekend.

Why do they have to wait later in the day or a few days later? Why can't they just land and fight like any normal war, you don't start war and stop for Tea and Biscuits for a few days and start again.

Gothika
07-26-2007, 12:48 AM
YOu know you can just say no. As long as you don't agree to the war it won't happen regardless of what bosh or john says.

Ha ha, thats a good one. What joke book did you pull that one out of?

ceserthen
07-26-2007, 12:50 AM
Just say no to wars:D.

cyan3
07-26-2007, 12:52 AM
Just say no to wars:D.

As i said before what is wrong about wars? it keeps both kigndoms active for a few days before and for the battle and everybody has fun.

kia345
07-26-2007, 01:50 AM
I'm guess this makes me the minority in Zormite, I'm looking forward to the war

Waltz5
07-26-2007, 01:59 AM
Why do they have to wait later in the day or a few days later? Why can't they just land and fight like any normal war, you don't start war and stop for Tea and Biscuits for a few days and start again.
I would suggest different days as well. I like the idea of multiple battles on different days, especially since not everyone can make it every time. It sucks when everyone is talking about battles and you had something you had no choice in not attending.

</Kyden's 2 Cents>

Taikun
07-26-2007, 02:22 AM
Why not just give the kingdom to Bosh?

Drakeero
07-26-2007, 05:25 AM
Why do they have to wait later in the day or a few days later? Why can't they just land and fight like any normal war, you don't start war and stop for Tea and Biscuits for a few days and start again.

Really simple reasons. One, not everyone can be on. It lets everyone have a chance to participate. Two, it shortens the individual battles so people are less likely to have to leave mid battle and suddenly cripple one side or the other. Three, they just plain LAST longer if you can do something more objective based.

Such as having to capture each of Zormite's cities, after they have been fortified, and each kingdom's armies will get to have a match for each city (and maybe even some forts or sea bases as well, make it more fun.) If I'm going to be thrown out, it better be something more fun and complicated then a simple rush on the castle.

jonnyrocks2
07-26-2007, 07:47 AM
Drake, what happened to the 'Do not use the ferry' bit? or did I overlook that?

MasterNuke
07-26-2007, 12:01 PM
Include a RP reason of why Dustari's mages can't just mass teleport troops onto Zormite Island and I'm game.

Drakeero
07-26-2007, 05:06 PM
1: Most "RP" on kingdoms consists of spastic, uncoordinated, insignificant screwing around. The plot lines are often composed of the some of the most innate plot, themes, and twists. This is why I've also been avoiding RP like the plague while I've been on Graal.

2: Continuity. Continuity applies roughly to characters quite well. As you develop your character, there is a solid line of progression, and capabilities. If you have only raised your mental a few times, it is obvious that you can't just pull 110 mental out of your hat when you need it. Roughly the same applies to kingdoms. Dustari has always been a proud and powerful nation, rich in wealth, and rich in the strength and military of its soldiers. The only real magical aspect I've ever seen 'officially' promoted is King John's immense skill as a vampire paladin. Since my reign (and from what I hear that hasn't been much of a reign before that for quite some time), I have displayed an image of a nation revolving around the pursuit of magic and wisdom, guarded by a navy. Who is more likely to have powerful mages?

3: Cheap shots. Having a bunch of mages that come out of your back pocket that can just poof the entire army over looks somewhat like a unbacked, unplanned, plot twist you come up with on the spot to try to bypass any real resistance you just might have to be bothered to deal with. That, and one that's been already been planned for. (Since Zormite has a more magical image then Dustari, chances are in the unlikely event that they DO have mages capable of that, then most likely I have mages that can stop that. This isn't god-modding (at least not on my side), this is continuity and linear development. See #2.) Another aspect of the cheap shots: Why don't I just pull off a simpler teleport? A few cauldron bomb like devices into Dustari castle. Lot easier to pull off then the mass teleport of troops...

4: Virtually no RP or DnD system supports mass teleportation of the scale you indicate. Even in the most extreme cases teleports rarely involve massive teleports, over long distances. You're talking futuristic, science fiction, hyperspace gates and stuff like that. Last I checked, this is Kingdoms, not Zone.

5: And a non-RP but pratical reason. A big chunk of your 'support' comes from people saying that "Oh, wars are fun, it'll bring action to the server and keep things interesting." Which is gonna be more actiony and fun to watch? A real military engagement, or a few cheapshots (and return cheapshots)?

Let me see, did I miss anything? Eh, I'll probably think of them later today. This probably isn't the end of it.

And yes, Uri is right. It humiliates to have to require that the ferries need to be excluded. I'll just sum that up right now. Ferry service = stopped. We all know that's not gonna happen because its not 'programmed' into the game, but this is RP, right?

MasterNuke
07-26-2007, 09:06 PM
"We have countermeasures" also would have been accepted.

1. If you're avoiding it like the plague, how would you know what it's like?

2. We have different views of Dustari and Zormite. I see Dustari as a well-rounded kingdom with a mix of a lot of basic types of well known characters. I've never seen Zormite as a magic based kingdom. That's why I asked if you guys can stop the mass teleports.

3. They don't come out of a back pocket. Think of it this way... players play as characters that are well known and stand out. Aside from players, kingdoms have other living entities that can also do things. Don't complain about cheap shots if I asked first.

4. Just because you haven't seen it doesn't mean it doesn't exist.

5. For clarification, I posted in this thread as an individual just to throw out a minor detail. I didn't expect you to go nuts and bash Dustari about it.

ceserthen
07-26-2007, 09:42 PM
espionage can replace teleportation, it makes more sense

Googi
07-26-2007, 10:10 PM
We all know that's not gonna happen because its not 'programmed' into the game, but this is RP, right?

You seem to believe that RP is somehow something totally divorced from the mechanics of the game. Much like physical limitations exist in the real world, they exist in the Graal world as well and they are the mechanics of the game. Your perception is warped if you think that your fanfiction trumps actual in-game occurrences. If you have level 107 mental (there's no such thing as level 110 mental) because you trained it, you aren't pulling level 107 mental out of your ass - you got it by training. If you say that your kingdom's mages should be treated as stronger than they are because your kingdom is more "magical", that's when you're pulling things out of your ass.

Felix_Xenophobe
07-26-2007, 11:20 PM
Unsticking in the enemy's dungeon = imba warp skill

cyan3
07-27-2007, 12:05 AM
5. For clarification, I posted in this thread as an individual just to throw out a minor detail. I didn't expect you to go nuts and bash Dustari about it.

He has no need to bash Dustari what have Dustari done wrong?

You seem to believe that RP is somehow something totally divorced from the mechanics of the game. Much like physical limitations exist in the real world, they exist in the Graal world as well and they are the mechanics of the game. Your perception is warped if you think that your fanfiction trumps actual in-game occurrences. If you have level 107 mental (there's no such thing as level 110 mental) because you trained it, you aren't pulling level 107 mental out of your ass - you got it by training. If you say that your kingdom's mages should be treated as stronger than they are because your kingdom is more "magical", that's when you're pulling things out of your ass.

Well said, i was going to say somthing about that but with less detail.