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Additions to the Flee Rules
#1
We've now had the pleasantry of two major incidents within the city of Cellsvich, both in which the outcomes were less than favourable for those on the side of the law. And while I do agree that those who opts to attack Cellsvich shouldn't be completely in the dumps of chance, I do think that the current rules are far too forgiving for major cities.

The current rules state:
Quote:- Fleeing a fight means you must leave the situation entirely once completely successful.

- There's a limit of 2 groups of up to 4 people trying to stop someone from fleeing. (Eight people maximum.)

- People who were part of one group cannot participate in another group’s fight involving the same target.

- Ideally, the party members should be made apparent either ICly or OOCly before the battle takes place.

- You must wait five rounds to flee from a battle that is in a city/densely populated area, if you flee before this time, you will be warned and potentially have your fight either redone or suffer an automatic loss.

And what I'll be touching upon is this:
Quote:- There's a limit of 2 groups of up to 4 people trying to stop someone from fleeing. (Eight people maximum.)

- You must wait five rounds to flee from a battle that is in a city/densely populated area, if you flee before this time, you will be warned and potentially have your fight either redone or suffer an automatic loss.

Let me start with the former. This should be increased to 4 parties of 4 people, within the walls of majorly fortified settlements. Two fights is too little for these areas, especially when a successful 'Flee' on round 5, constitutes as a victory for the offending party. The presence of the guard is massive and should be taken into account when the offending party attempts to flee.

The latter rule is... Fine, for the most part. However a change to this, in my suggestion, would be to disallow fleeing until the last battle. All other fights must be concluded through victory or defeat by either party. This makes it so that the offending party has to go through a proper gauntlet of serious fights, when attempting to tackle areas in which they are heavily outmatched.

I also suggest that an additional rule be added to roster:
- Downed teammates do not escape with the fleeing party, on a successful escape.

This would make it a tactical decision of 'Can we get him on his feet again?' or 'Should we cut our losses?', as well as leave behind something for the hungry people to dig their claws in.

To sum up my suggestions:
- Change the maximum battles before a party can successfully flee from 2 to 4 in major settlements.
- Change the conditions for mechanically fleeing to only be permissible in the last possible fight.
- Add a rule which specifies you cannot bring downed teammates with you, on a successful flee.

Others are free to add additional suggestions should they have any input, though this is a thread primarily aimed to improve and balance the present rules. Please refrain from commenting without constructive criticism aimed at these suggestions, or the present rules. There's a proper discussion thread here for anything else: http://www.neus-projects.net/viewtopic.p...amp;t=6575
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