Kilion wrote: » Great idea! In general it might be a good idea for a major to have a "tree" with policies to enact for public safety in which your suggestions would perfectly fit!The system could be built like this: It obviously only starts with a Tier 3 Node, since before there is no mayor. Mayors can choose 3-6 guard policies, 3 for Tier 3 Nodes and 6 for Tier 6 Metropoli The amount of Node policies corresponds to the quantity of guards present in the Node Choosing more guard policies will increase the upkeep of the Node, but also leads to more security in the Node (obviously) There are a bunch of different guard types the mayor can mix together Type 1: Meele guards (adds two meele guards, one with a one hand weapon + shield and ond 2-handed guard) Type 2: Rangers (adds a crossbow guard and a bow guard to the patrols) Type 3: Magicians (Add a mage or cleric to the patrol; if chosen twice it adds one of each) Special Type A: Racial (adds 1 or 2 race specific guards, choosing this policy multiple times increases either number or strenght, depending on race) Special Type B: Node related (adds guards related to the Node type to the patrol) The Node related guards could be something like this: Divine Node - Inquisitors (A templar & a control cleric rather than with a healing focus) > can be levelled to have an angel join the patrol Military Node - Assassin Squad (Highly mobile units that have separate patrol roots and focus on ambushing hostile targets and when upgraded they lay traps for enemies in the Node by blocking off streets etc) Scientific Node - Surveillance system (Installs surveillance crystals in the Node which sometimes give security advice, to which guards can teleport when a fight breaks out and when upgraded that make barriers that obstruct enemies and shield allies) Economic Node - Bouncers / Headhunters (these basically don't try to kill enemies, they bind them and throw them either out of the Node or into jail if upgraded)
Tyranthraxus wrote: » Now that you've said something, I do recall feeling this was a bit off; If there's a wizard and his forces threatening a region, wouldn't the guards also have wizards in their ranks/garrisons?
TheDarkSorcerer wrote: » These are great ideas! This makes me think of LoTR Two Towers of the ent taking over Isengard. That was such a majestic scene.
Arya_Yeshe wrote: » Your idea has appeal. What enfuriates me about guards in towns is that they are so stoic, always there, always ready, they are never drunk or taking bribes
Demostrathe wrote: » Insanely cool idea. definitely needs to be bumped to the top
Veeshan wrote: » Should be building option for guards let say barracks and have muiltipul upgrade options 1 - Guard strength = over difficlty of guards 2 - Guard location = Guard stationary location inside and outside node (guardpost along road for example) 3- Guard patrols= Guard patrols mobile guard that patrol the roads out of the city to the node boarder aswell as inside the node Military node could allow for muiltipul barracks as build options where other noes can only build 1, or the military node gets a unique barracks building that has more upgrade or better upgrade options for example a normal barrack upgrade might be 1 patrol where military node get 2 patrols or 1 patrol but more guards than a normal barracks Could also have some policys that effects guards aswell for temporay buffs at the price of gold often used leading into wars i suspect another idea for building is an armory, where the mayor (or maybe citizens) can slot in equipment sets which a guard wears so this would act as a equipment sink to a degree to boost guards powers