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Event Guards in Tryker

Just to drop in a few points about some things I have noticed in this thread.

Firstly Shvet this has absolutely nothing to do with ganking, something which occurs on both sides of the coin sadly.

Secondly I think the Tryker guards are way too strong as it is. You actually run out of stam before killing them which is just stupid. Normal homins don't have tons of hp, Tryker guards shouldn't be an exception to this. Especially from a roleplay point of view Trykers have never been especially strong as a fighting race, why should their guards therefore be harder to kill than the Fyros? Also Bittty I wonder how long the marauders have been putting in petitions to have actual working guards. Perhaps that should have been prioritized over making the Tryker guards have more hp, which seems more like a personal favour than actually anything to do with game mechanics.


Thirdly I would actually be in favour of a small group (say 5) anti-marauder guards IF a few requirements were met and the guards were somewhat interactive:
  • Location: They would have to be placed deep within the city out of the way of the places marauders usually go to. So not near the guards we have to kill as part of our rite, away from occupations and of course away from dear Subo's favorite sitting spots (Stables etc). The idea is to make them a fun thing for marauders to do rather than just piss them all off.
  • Interactive: In terms of the guards being interactive this means that the marauders can actually get something positive from them, rather than just making the french tryker players happy. This would be an opportunity to introduce "civ points" for marauders, say you get a certain amount per kill.
  • Difficulty: Not a ton of hp and incredibly hard to kill. Looking at it in terms of civ points, the totc run for normal nations is a walk in the park. However I do think the new guards should be social with the old guards so adds the interest of a patrol joining in the fight.

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