Alright, let's do this.
Run along kiddies and go masturbate to Call of Duty.
Why is this guy still a Proctor? This behaviour is unacceptable for anyone representing the server.
i agree with Angyles so back on topic
when i view the alignment system i look and see that the alignment tells what the town is about and what it does.
examples:
Lawful good: bounty hunters respect all serious discussion, spawn camper killers irregardless of the victims alignment, novice friendly, looks bright and cheerful and sunny and is not sealed but warm and welcoming
Neutral( neutral) : More merchants, lots of shops, welcome arms to both good and evil, keeps an eye on both good and evil to see where profits lie, join in conflicts that support their own growth, help people who support their own growth.
Chaotic evil: kills,steals, destroys, bring death to all, hold alliances only with other evil, have no laws, do whatever be whatever have fun
Now these are just the 3 extremes of alignment.
Now i am a member of UW and i myself am lawful good.
However i joined UW because of the blatant disregard for alignment despite what they say.
which in turn supports my lawful good ideals.
Good people camping other good people.
Neutral people Ignoring profit .
Evil people..... well that's pretty much what the whole server.
Now my own personal suggestion:
Remove your alignment and think about it harder and look to your town members.
if you choose good then ally with only good people not evil
if you choose neutral then go make some profit and ally with both sides like a good merchant would do
if you choose evil then ally with evil kill everything etc
in truth all of our towns alignments on this server need to be reviewed and changed
now I'm not saying a town has to have only members of that alignment as a good team has people of all alignments. However the majority of people (4:1 preferred ratio) should be at least the towns base alignment(good evil neutral)
well thats all for my two cents
No. I have multiple issues with your post, but this requires very careful wording, so I'll just write a WoT myself. If you guys can't get yourselves to read it, you better get out of this thread now.
Alignment should only refer to township diplomacy in relation to other Towns, guilds and individual players. This includes Peace, Neutrality and War, albeit none of them (except for Neutrality) need to be related to a town alignment.
Alignment should not dictate behaviour as far as architecture, or internal laws are concerned. All of these have to be left up to the town since they can be used to great effect to add flavour to the town. Evil towns could still have a code of honour as far as internal law goes. Behaviour towards noobs can be different to behaviour towards "any player" and therefore should not be covered with alignment.
Now that I've got this important distinction out of the way, let's get down to what the alignments should represent.
All
- Can provide shelter to individual players, but not those of an adverse alignment.
- Starts at neutral standing towards every other town, guild or player unless otherwise stated.
Good
- Does not attack anyone unless at war.
- Can defend itself in its own territory for the duration of an attack.
- Can defend other good or neutral towns and guilds on their respective territory.
- Can form alliances with other good towns.
- Cannot host evil or neutral guilds.
- Cannot initiate wars.
- Can do business with good and neutral. (Not related to chest shops.)
Neutral
- Cannot form alliances.
- Cannot initiate wars.
- Cannot defend other towns. Can only defend the guilds they are hosting.
- Can host diplomatic talks.
- Can attack anyone in their territory.
- Can defend itself for the duration of an attack.
- Cannot host good or evil guilds.
- Can do business with good, neutral and evil. (Not related to chest shops.)
Evil
- Can attack anyone, anywhere.
- Can form alliances with other evil towns.
- Cannot host good or neutral guilds.
- Can defend other evil or neutral towns and guilds.
- Can do business with evil and neutral. (Not related to chest shops.)
In addition, there are four possible relationships a town can have with any other town.
Alliance
- Requires a peace treaty which needs to be signed by both parties. Must include the terms of the alliance.
- Neither side can attack any members of the other party.
- Can require either side to come to the others' aid.
Neutrality
- Neither side can attack the other.
War
- Requires a declaration of war signed by the declaring party.
- Either side can attack the other without limitation.
- Ending a war requires a surrender signed by both parties. Must include the terms of surrender.
Now that the alignment system is sufficiently defined, there must be an institution that makes sure these terms are observed at all times. This means we either need a plugin or a misc system. Since I don't really want to search bukkit for a plugin, I will propose two misc systems.
1) Mod regulated penalties.
- See a violation
- File a petition
- Mods investigate
- Penalties.
In this case the penalties would be defined by the mod handling the petition. The downside to this is that it creates a lot of additional load on staff.
2) Player regulated Penalties
- Playerbase elects judges
- See a violation
- Report it to a judge
- Judge investigates
- Penalties.
In this case the penalties would be defined by the player handling the report.
Both systems are prone to result in huge drama if the mod/player handling the issue is a fucking retard. To prevent a fucking retarded outcome, don't elect a fucking retarded judge or don't appoint fucking retarded players as mods.
Examples for penalties:
Member of a good town attacks a neutral town and kills two citizens: 0.25*coins needed for current township level of the good town
5 members of an evil town help their old friend who is in a good town against another evil town attack: 0.4*coins needed for current township level of the good town