Hi,
In a thread entitled "Re: Re: New NKA Forming - suggest some
modifications", Clint wrote ...
> We run the NKA game and as per usual if there is support we can run
games
> with no such orders.
Now there's a thought: a 1650 game without assassinations, though
perhaps allowing kidnappings but not executions? Keeping kidnappings
would still preserve the valuable game balancing effect (without any
615/620 orders the DS would probably be stuffed).
I'd be on for a game like that - heck, I'd even play the Cloud Lord.
Anyone else?
Colin
RD: With respect, I find that suggestion totally illogical. Assassination is easier than kidnap, which is as it should be. The game -is- more or less balanced as it stands which is why it has survived, nay, flourished, for so long.
BUT why one earth is Execute an agent order? If an agent captures an enemy, at the first opportunity the agent hands him over to the military. Agents should not be permitted to do any other actions except execute, move, imprison, or transfer whilst they hold a hostage. They should certainly not be permitted to carry multiple hostages around the map with them. How could the agent kidnap a second hostage whilst still guarding the one he is holding?
Secondly, if a character is captured by a commander, why on earth can't the commander execute him? If the commander didn't want to do the job himself, he'd just order one of his soldiers to do it.
The problems I have with kidnap and assass (and, for that matter, stealing gold!) are:
1) they are inconsistent with Tolkien's writings - can anybody quote me a single instance of either?
2) they become so common by the mid-game that the "willing suspension of disbelief" required in a fantasy game gives way to the thought, "no way, that couldn't possibly happen, it's just too incredible even for a fantasy world" when an enemy agent company zaps nine of your characters in a single turn. Or when thieves empty a nation's treasury and bankrupt that nation - I mean, come on, that is just ridiculous.
I agree with Clint that there are counters to agent actions, but that doesn't make the game capabilities of agents any more credible. Having a company of emis double a company of agents is more incredible than the agent actions listed above.
I also agree that the game is more or less balanced; therefore, if we reduce the effectiveness of agent actions, we need to give the DS, as the chief beneficiaries, compensation in the military, emi or mage fields; and maybe an economic boost as well.
How about the following rules:
1) No company can contain more than 1 character with agent skill.
2) The various "scout" orders should all be rewarded by skill increases.
Just possibly, if Harle's overworked and underpaid staff agreed, these could be done by hand.
3) Characters with com skill in pops should be able to order increased security (basicly hiring extra guards). The more gold spent, the better the security. Say 10k was spent, that would give the pop a 50-50 chance (+/- random factor) against an agent at 100 skill.
4) Guards should have a 50-50 chance (+/- random factor) against attacking agents twice their skill no matter how good the attacking agent.
5) More than one guard on one character or pop should be cumulative, reflecting the fact that there would always be at least one guard on duty and (hopefully!) alert.
Richard.
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----- Original Message -----
From: Colin Forbes
To: mepbmlist@yahoogroups.com
Sent: Tuesday, August 13, 2002 7:15 PM
Subject: [mepbmlist] 1650 - no assassins