Solace MUD Official Forum

Solace Development => Ideas => Topic started by: Kage on October 22, 2007, 02:27:07 am



Title: Guardians and Cobar
Post by: Kage on October 22, 2007, 02:27:07 am
- Whats with no guardians or cobar ?  I have one theory....these two clans seem to be better suited for rp purposes only at present time...cept clans are for rp and pk. 
 -Whats with constant pop. of solamnia, herecy and takhisis ? I have one theory....these clans seem to be perfectly suited for pk purposes. 
   The guardians and cobar have skills that aid them but restrict them at the same time. 
     SPOILER ALERT  Guardian shield, guards and stallion are nice ...but restrictive skills.  shield most effective by priest...so no second weapon use is lost. stallion is best suited for mounted fighters but can at least rescue.  guards are no aid against smart rival clan.  guardians must also simultaneously fight crime and clans.
    The Cobars skills ironically best suit a fighter, ranger or outcast , though a mounted fighter ranger and to some degree outcast lose many abilities.  A priest is best served mounted and the cobar skills do little for them.  The Cobar get a enhanced strike skill while mounted which I assume is better then the normal lucky hit from mounted fighting skill,  but you no longer get the old lucky hits...odd to lose a skill.  get to ride in small places, which is good but also not so much a gift as a necessity as they are meat without mount.  Get a cloak which is decent at best, and blocks bashes while not mounted (????) oddest thing ever.  Can move faster skill and mount regens faster...umm ok.  The mount is great...lots of life, cool looking, and at first glance good damage.  But in hero pk or top mob battles rarely hits and although a 'brother' to the cobar will not rescue him in battle.
      Sorry for that long winded intro...this is the idea section not the whining section.  So I have little problem with restrictive skills...though they should be more powerful then a non-restricted skill, right? 
    IDEA 1.  Guardian guards can stay the same (call them in the pursuit of criminal) but is it not against the law to attack an officer of the law?  perhaps 1 personal bodyguard could be summoned only after the guardian was attacked first even outside limits of city.  it is somewhat cowardly to run and hide in the city and hope someone is silly enough to purse you there.
    IDEA 2.  Change guardian shield to an aura rather then a physical shield.  other clans have auto-blocking powers that are not only better but not a hinderance to equip.
    IDEA 3.  Make cobar less painful for any class to join.  Fighter classes ...allow some form of stance ability mounted ie.  charging stance (offense) flanking (defensive)  and perhaps since the cobar are most skilled riders in lands...allow certain skills that are normally not allowed mounted.  Cross-slice, cleave, lash, choke etc. (fighter types with a reduces effectiveness of course)  and swipe maybe ( majere priest).
    IDEA 4.  Some clans seem to give specific applicable powers and titles dependant on class inducted.  This is a good idea..why not apply it across the board, at the very least for titles.  For cobar fighter-types an initial charging attack,  since a mounted fighting clan odd there is no attack based on this.  For priests of cobar perhaps a ritual of the elements...maybe elemental attack empower.   For Guardians maybe for fighter types a type of "frenzy" self casting...power of judgment..bonus to hit and dam roll, and for magi and priests of guardian an aura of justice power...gives protection from chaotic and ac bonus or something.
     IDEA 5.  Make cobar cloak more useful, maybe it protects from bashing mounted? or perhaps a type of block...physical or magical. 
   
   Please add on or discredit....as I just want these two clans to grow..Ive been both and it is a rough life for sure.  I just know if I want to join a clan to woop $@*& I dont pick these two clans.  I know its not all about that but I think these two clans can have deeper rp's other then kill light..or kill dark things or smash magic stuff.  And the only way they will grow I fear is more pk ability.
    I did not mention warders cuz I dont know much about them...only clan I never was in...cept entropy.
   
   

   


Title: Re: Guardians and Cobar
Post by: Matthew on October 22, 2007, 05:05:46 am
I had a character applied to cobar, waited a week, spoke to Tithtivian got asked to find a horse shoe by Havermeyer or whatever his name was, found it but never saw another cobar again. Deleted. Same thing is happening with my current applicant to another clan. . .


Title: Re: Guardians and Cobar
Post by: dedraelos on October 22, 2007, 05:23:24 am
I actually have to agree. I think any skill which puts a major limitation on the class should be revisited. Guardian shield, and Cobar mount to be specific.

Guardian shield would be awesome for a fighter/knight type if the shield specialization was returned, but without it, it's just a novelty. Easy to fix this, return shield specialization. Players have been asking for this for years and I don't see how it's overpowered. You lose a weapon in order to gain good defenses/utility.

Mounts, both guardian and Cobar, hinder the fighter type classes greatly. Rangers can't camouflage while mounted, so this takes away BIG advantage. Fighters can't stance, takes away BIG advantage. Maybe make something like mounted fighting specialization? Also, Cobar lucky strike should be in addition to the normal lucky strike, and able to stack like outrage does. It makes sense that if a horselord bears down on you at the EXACT right moment, he's going to devastate you.



Title: Re: Guardians and Cobar
Post by: Matthew on October 22, 2007, 06:43:27 am
I believe luck of the cobar is suppose to replace those things a fighter looses when mounted. But i have to agree with there needing to be more benifit to wearing a shield, especially to a warrior that has weapon focus feats, to give up so much damage to wear a shield is a serious ask.


Title: Re: Guardians and Cobar
Post by: Kage on October 22, 2007, 03:13:04 pm
- Luck of cobar is like an extended lucky hit...it sometimes sustains for two hits in a round or none etc....if your quick it can be seen in affects. But It essentially removes your mounted fighting lucky hits...which I believe it should stack since you didnt forget your old skills, both of these can miss anyway.  I cant think of any other clan power that removes a pre-existing skill.  If a skill is restricted like this resulting in a loss it should be more powerful...like cant miss when flares or if thats too much a slight daze on target or possibly knocks them off mount ( it shows something like "strikes heavily from atop")...though as stated previously this does little for priests anyway(cept reorx). 


Title: Re: Guardians and Cobar
Post by: Hansen on November 02, 2007, 03:21:48 am
IDEA 3.  Make cobar less painful for any class to join.  Fighter classes ...allow some form of stance ability mounted ie.  charging stance (offense) flanking (defensive)  and perhaps since the cobar are most skilled riders in lands...allow certain skills that are normally not allowed mounted.  Cross-slice, cleave, lash, choke etc. (fighter types with a reduces effectiveness of course)  and swipe maybe ( majere priest).


i agree. what good is a sword fighter on a horse? as the cobar are the best horse riders allow the to use some of the weapon skills mounted at least.


Title: Re: Guardians and Cobar
Post by: blah on November 02, 2007, 07:47:40 pm
I have idea for new thing though ... give them skill to make war banner and hold it, without penalties for two weapons. Then that war banner could hold some bonuses to rider. In group of riders banners always  had big importance. Bigger moral, people fight harder for it etc. (for example all mounted in group have bonus to hitroll)
ps though maybe it is already clan relic? dunno, i noticed in official site there are no data about cobar clan relic, location, etc.


Title: Re: Guardians and Cobar
Post by: Kage on November 05, 2007, 02:13:35 am
- I dig that idea...a banner or some sort of fetish type thing.  too bad facepaint is for herecy seems great idea for cobar too.  Perhaps instead of cloak of horsemanship..an ornamental head gear.   Tribal headband for first tier, head dress for chieftain. 


Title: Re: Guardians and Cobar
Post by: Kiri-Jolith on December 28, 2007, 06:53:49 pm
I'll se to it. Post more clear and simple ideas in several words, but think about all classes, not only classes you like. For example:
1. Allow Cobar warriors to cross slice while mounted.
2. Add 25 hp/mana to the cloak of horsemanship spell for clerics.



and so on...


Title: Re: Guardians and Cobar
Post by: Kage on December 28, 2007, 07:11:23 pm
- on it


Title: Re: Guardians and Cobar
Post by: Kage on September 28, 2010, 12:55:25 am
I'll se to it. Post more clear and simple ideas in several words, but think about all classes, not only classes you like. For example:
1. Allow Cobar warriors to cross slice while mounted.
2. Add 25 hp/mana to the cloak of horsemanship spell for clerics.



and so on...

- I know kiri is away, but I never answered him.  So here goes.

- Cobar fighters/rangers gain "stances" while mounted ie. when you use a stance you see "you now raise up in your saddle" = offensive ... "you settle back and hunch down" = defensive stance.

- Lucky hits are not lost when joining cobar in favor of cobar mounted special hits.  They simply are something different.  Or make them stack.  No need to lose one ability for another.

- Make cloak of horsemanship, protect from bashes etc randomly while "mounted" as intended not while unmounted.

- Make khalkhist able to rescue.  And serve as an extra block in combat in addition to normal pet block.  Cobar have no protection powers or offensive granted.

- Allow majere cleric to swipe while mounted.


Title: Re: Guardians and Cobar
Post by: omledufromage on September 28, 2010, 03:44:36 am
- small correction: Let cobar fighters/rangers/outcasts use stances while mounted.

- I'm still not favourable to Khalkhist rescueing... but I am favorable to a power a-la-'phantasmal armor', involving your riding skills with the Khalkhist. Something to avoid blows.

- Add the Charge skill for figher-like classes in Cobar.


Title: Re: Guardians and Cobar
Post by: Kage on September 28, 2010, 04:44:47 am
- Oh yeah forgot about outcasts... them too.

- Human race restriction is fine, but must keep in mind the weaknesses of this class for the classes allowed in Cobar when balancing them.  Also allow druid and invoker maybe in Cobar... tribal rituals etc.

- Fair enough about no rescue on khalk.  I can understand that.  Then perhaps another ability for it.  If left summoned in another place... can "whistle" for it maybe and it appears in room "comes running in from the distance"... without having to release and re-summon.

- This is reaching but in time should happen.  Like other clans.. certain classes gain different abilities based on class.  for example some clans they dont get a mount in favor of this or that, or different forms in tower etc. 


Title: Re: Guardians and Cobar
Post by: zondra on September 28, 2010, 05:59:50 am
yea they could use some work. if you ask me. i think 1. don't need another clan with the amount of people we have. 2. i think more people would join entropy over cobar. so bring back some chaos! but what do i know i'm just a wildsurge loving fool.


Title: Re: Guardians and Cobar
Post by: Kage on September 28, 2010, 06:09:13 am
yea they could use some work. if you ask me. i think 1. don't need another clan with the amount of people we have. 2. i think more people would join entropy over cobar. so bring back some chaos! but what do i know i'm just a wildsurge loving fool.

- yeah yeah, we already have a clan that can basically do whatever it wants with no rules or guidelines and high pk ability.


Title: Re: Guardians and Cobar
Post by: Biopower on September 28, 2010, 11:00:42 am
I still miss Entropy!!
Was very nice organization with the funniest powers!!!!


Title: Re: Guardians and Cobar
Post by: arre on September 28, 2010, 11:59:28 am
wow, do we still have coders to change things ?


Title: Re: Guardians and Cobar
Post by: Kage on September 28, 2010, 07:59:46 pm
wow, do we still have coders to change things ?

- Not active it seems.  But I never answered this thread from Kiri, so thought at least a record would be nice.  Tanis or Kiri was last coder to do something or who?

p.s. Also change "horse nomad" feat to help with shield blocks if not able to dodge.. but not both.


Title: Re: Guardians and Cobar
Post by: omledufromage on November 10, 2010, 09:51:50 am
Horse Nomad feat:

- subdivide feat into two types. One for clerics/knights/outcasts, and one for fighters/rangers:

Battle Chaplain (clerics/knights/outcasts) - Improves shield block and parry while mounted.

Cavalier (fighters/rangers) - Improves dodge and parry while mounted.
--------------------------------------------------------------------------------------


Maybe give them (Cobar) some kind of power that allows them to recall to
 the Corral once in a while, while mounted, because the Corral is so far.
It really sucks when you are suddenly being reraided or something, and corral is so far.
The distance also has it's advantages, though.
Could be called "Defensive Rally" or something.
Just a thought, really.

--------------------------------------------------------------------------------------------------------------------

I like blah's Banner idea very much. Should be a class specific power, I think. If only bards still existed...
 hehehe
It would function somewhat like Skull Knight's "dark presence", I imagine,
 but also would have an affect when looking at the person who used the skill/spell.


Title: Re: Guardians and Cobar
Post by: Kage on November 15, 2010, 06:41:59 pm
- Id just make "Rush" recall Cobar players to corral.  It's largely useless as is.  It could simply take a long time to cast and delay the caster a long time, like "consecrate" delay at least.


Title: Re: Guardians and Cobar
Post by: xafelar on November 21, 2010, 05:55:38 pm
no one plays guardians and cobar because they dont really have any pk role.

Takhisis pk people because they are evil.
Heretics kill people who use  magic.
Solamnics try to kill evils and power-word-quit when evil comes to kill them.
Tower and Warders do whatever strikes them first, because it is very easy to find a reason to kill someone for those clans.

Guardians dont really have agressive rp. Their duty is protection, not demolition. And Cobar has anti-rp rules written in code.

Does Cobar have primary enemy clan at all? Or any single reason to kill people? They are like gypsies and no one wants to be a gypsy!


Title: Re: Guardians and Cobar
Post by: bluesky on November 21, 2010, 07:09:05 pm
enemies vs. guardians and takhisis


Title: Re: Guardians and Cobar
Post by: xafelar on November 21, 2010, 07:42:47 pm
What does Cobar actually have against Guardians :)?


Title: Re: Guardians and Cobar
Post by: grinka on November 21, 2010, 10:21:05 pm
Guardians protect and publish the law. Cobars are against any law except their own.


Title: Re: Guardians and Cobar
Post by: xafelar on November 22, 2010, 07:38:20 am
Cobar are not against the law. They obey no other law but their own(as clan info says). It doesnt mean they have any problems with other laws and should act agressive against lawful society.


Title: Re: Guardians and Cobar
Post by: grinka on November 22, 2010, 02:54:52 pm
Okay. Lets think again... Cobar do not obey other law

"7. We observe no law but our own, and the law of the wild places."

So they should reject any enforcements to follow other laws. But it's main goal of Guardians - force everybody to follow the laws. It's a clear conflict of interest.

Seems Cobar is in war with every force who plants their own laws to Cobar wild plains. Solamnia, Takhisis, Guardians.


Title: Re: Guardians and Cobar
Post by: Kage on November 22, 2010, 06:48:46 pm
- This is a common dilemma for Cobar and to some extent the Guardians.  Cobar can by this help file determine that "oh Im cobar so I will just strike lawfuls all day"... but if not cleric..you just have to guess.  And even when your winning and they flee.. "technically" Cobar is supposed to let them flee and not chase... and never loot.

- So solamnics are bound by code, and people say this balances them with there powers.  Cobar have similiarly restrictive code, forced to be human (lame), pigeon holed "effective" classes, and no pk powers to pretend balances them.

- And  then... Herecy "hates" magic and thus have power against magic in the form of clan skills.  Same with solam/takh, both have abilities to fight each other more effectively.  Cobar "hates" law... and has no special beneficial power vs lawful.. or anyone for that matter. 

- I'll say this one again... when Cobar war'd with Guardians in the past (when they are active).  The battle does not look any different really then any normal pk, except one fancy force that rescues and one fat one that just eats damage.

- Guardians just wait at town squares for crime, and cobar just wait for corral to be raided.


Title: Re: Guardians and Cobar
Post by: zondra on March 11, 2011, 11:38:03 pm
got out of work early so i am bored.going back and rereading this. i think it's clear cobar is a pointless. they don't really have any direct clan to fight it's whoever wants an extra empower or someone in cobar has like the gold leaf pendant so tower will attack to get them. entropy fought law. and pretty much everyone.  cobar may be a strictly rp clan. but choas was a fun clan with some rp, they faught to destory laws not just wait for law to hunt them down. in a way chaos had as more of a rp than cobar and i think people enjoy it more.so in a word. down with cobar. up with chaos.


Title: Re: Guardians and Cobar
Post by: Kage on March 14, 2011, 06:34:36 pm
- Clans are for pk.  Guardians and Cobar have the worse PK.. so none of the "usual suspects" pick them.  Its about power especially with low population.  If you wanna make cobar and guardians a shrine.. fine.

- But if they are to remain clans, they need a complete skill overhaul to give them more pk power or they will just be ignored.  I always pick the underdogs, and a few of us made something of the Cobar awhile back.. but it really had little to do with our clan powers tbh.

- Problem with entropy was, that it just turned into a haven for players who wanted to troll other players.  Basically Takhisis can do whatever entropy used to, they just kill anyone they want.  They whole entropy clans validation was "we're entropy we're supposed to make logging in annoying" ... thats just not a good vision statement.


Title: Re: Guardians and Cobar
Post by: zondra on March 14, 2011, 07:04:02 pm
if your looking at the game like that just power hungry people yea. but i was talking about the rp part. i think chaos as more of a part in game as outlaws against the guardians then cobar as against not really anyone. Dark knights are going to kill anyone who doesn't bow down the queen, which puts them at war with entropy for they bow down to noone. i think any clan can be strong if the best player is in that know with the best eq. Put waks in entropy and i bet she still beat almost anyone. you look back in time at one put every clan was strongest in lands. The underdog is fun i agree but some times it's fun to win and having the right friends in game and beging in the right clan at the right time. all i'm saying is i think player base would enjoy entropy more than cobar and i was saying it's just as more rp as cobar. so give the people what they want. Saying entropy is haven for people to run around and kill people isn't fair, what do you call heretics that attack non mages for "grouping with mage" at some point in time because they want there axe etc. or like i said before i remember waks and goshke raiding cobar and slaying them for gold leaf pendants. having entropy won't hurt the rp, people can always make up a reason for pointless killing. at least let us have some fun with fun empowers, while talking about pointless things, lets bring bards back..*smile*


Title: Re: Guardians and Cobar
Post by: Hansen on March 14, 2011, 09:24:38 pm
Shortly after solace went down, I was reading some old logs. In this one log bards were just removed. Someone was begging to have them put back in the game, one of the imms, I forge which said they were removed so they could be tweaked and would be back within a few weeks, seems it's the longest few weeks ever. I never got to play a bard, there still were a few around when I started playing. Remember getting killed by one, that sucked. Wish we had the immortal support to bring them back.

Once solace is back up we have all got to start voting again to bring in new players. I think those of us that are the newest, are not terrible players, but V.S. Veteran players we just won't stand as much of a chance yet. If there is ever anything that I can do to help this game I will. Would even put in some cash here and there to keep it going. If it would help.


Title: Re: Guardians and Cobar
Post by: Kage on September 02, 2014, 07:33:56 pm
- Hey Siri,  Any thoughts on this thread?


Title: Re: Guardians and Cobar
Post by: Llenis on September 03, 2014, 04:03:26 am
*starts slow chant* bards, bards, bards, bards....