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RE: FLeeing Rules
#12
You presume the npc guards are the pinnacle of perfection, I'd argue most would try to aid in the capture and mookishly try to swarm around the fight. Npc guards aren't on the same level as 'taskforce' 'elite' player guards.

A player guard would have the authority to shut down the mage guild in empire territory.

Also one of the biggest issue with fleeing in general is the dysphoric punishment of basic antangonists in the game currently. Its practicall a death sentence if you get caught trying to minor non lethal antagonistic things because you'll get jailed if you don't flee, and you'll get jailed longer if you try to flee and fail, and you'll probably die if the hero's catch you.


Arguably only guard player characters should get flee chase bonuses in empire cities, non guards chasing non guards is vigilantism and would likely confuse the poor npc guards who might infact in their confusion try to arrest you while you chase the fleeing person.
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