Subject: Anonymity on the radio and the problems caused by itSekoETC wrote:But problems rise when you need to talk to strangers, for example to track down a criminal or to warn people of pirates.
This is when the radio is in most of need of some kind of balance. Villains like this are already facing difficult odds when it comes to actually evading arrest (summary execution) let along identification. Cantr is generally a slower paced games with a few clear exceptions (combat, healing, etc). What I see your voices suggestion doing is allowing for a high degree of certainty coupled with an instant method of communication across vast distances. This will further skew the game to favor those that are very active and part of the universal morality system which is prevalent in this game.
SekoETC wrote:No one has any ingame means of figuring out which messages are legitimate in either end
I have to take the complete opposite stance, their are plenty of ways to figure out if a message is legitimate, just none that are hard coded. If your talking to a complete stranger with no connection what so ever I think you should be unsure as to who your talking to. If however a group of towns instituted a code or password system of some sort then you wouldn't ever need to worry if your talking to a stranger from a different town, you could share the same code.
ExampleTown a and town b agree on a coded phrase system with a list of very unique questions and responses that would only be used once each. Person in town A: Hows the furniture building going in the old castle Town B? You have an incoming thief with a stolen crossbow. Person in town B who doesn't know the person in town A: Its hard goings but the chandelier is starting to shine. Thanks for the heads up, I'm bob, I'll inform town leader. This phrase is struck from the allied towns code books and will never be used again, thus if someone tries to use the code to mess with either town they know it a fake.
This seems like something that could be implemented by anyone and doesn't require any staff intervention or resources. It does however mean that if your being contacted out of the blue by someone you've never heard of before your going to be in the dark, a fair trade off for instant communication.
SekoETC wrote:but if someone pranks you repeatedly, in real world you would be able to recognize it's the same person.
I'm willing to sacrifice a little realism to keep the game well balanced. I'm sure its frustrating to be messed with by the same few individuals again and again but that doesn't seem like a difficult problem to fix IC.
Otherside wrote:hyrle wrote:^^ This is why I was all for the suggestion of making radio repeaters either repeat on all frequencies, or a wider band of frequencies - like 100-199 or 200-299.
The bands of frequencies idea is good, and more realistic... and... may take some crap off the main frequency? Or is that just wishful thinking?
An interesting idea that could cut down, radio clutter. Anyone else down to draw up a suggestion for this? While I'm not sure I fully support the idea it does seem like something that could be implemented fairly easily and would help cut down on radio clutter.