returner wrote:
1) Can walls/gates be destroyed? How? Crowbar? Advanced technology like siege weapons? If a wall/gate requires, say, just iron and wood, or just wood, and someone is in an area with no available iron.. how are they to build things to destroy the walls? The current system is fair and balanced in this regard.
Yes, they will require some form of destruction in one way or another.
returner wrote:2) What if the town is full of sleepers?
Tough, live with it. Thats the fault players, not one of the feature.
returner wrote:3) I want to get to Akypor. I am two towns away. There is only one road to Akypor and the middle town has a wall, and everyone is a sleeper.
How do I get to Akypor?
I can't.
There is a pirate raid in Akypor. I need to get there right now to save people. The town is full of sleepers and won't unlock the gate. How do I get there? How is this fair?
In terms of it having a locked gate (I still don't see the need for walls): Thats something the people in the middle town should of thought of before they locked the place up. Could be sleeping, maybe their the ones causing the attack... Or are just happy to see it happen. Again, decision of the players to do that, not the fault of the feature. This open actual strategy to inter-town warfare apart from the now sole idea of 'hey joe, what time can you be awake tomorrow'
returner wrote:4) Town leader dies, newspawn takes keys. ENTIRE TOWN IS IMPRISONED, purely because of a failed mechanic within Cantr. How is this fair?
I think it should
not be like a locked door, you need it to be open to go through even if you have the key (I mean we're talking about a huge town gate here, not one to someones garden). Therefore, in this case the entire town is imprisoned
with the newspawn = goodbye newspawn. If the newspawn wants to leave he has to open the gate. (Also its called trust - share some damn keys people!)
returner wrote:5) I am stuck in a locked, walled, gated city. I want to leave. How do I get out?
...You asked or you don't. (surprise surprise, its a gate = sole purpose to stop people coming and going...
)
returner wrote:So a town with multiple exits will have to build multiple gates?
Yes, one per road. You can have 5 roads coming into a town and decide, for diplomatic purposes, to compleetly shut one off.
'HA, those smelly Stone Knights will have to go through the desert form now on' Everyone now has to find a way round (or through). Or have everyone open and shut certain ones only in times of threat. The choice is yours.
returner wrote:The biggest problem is this:
One person dies, an entire town is locked in.
It just takes two people (or one strong guy!) to drag the town leader inside, take the key, and control an entire town instantly. This goes against EVERYTHING us players have been working to fix re: the combat system.
Again, I'm going to play the 'players own fault' card. If you have a gate and left it open and bad people came in and killed you then maybe you should of locked the gate. Or if you want a second solution, as I said before, share some keys - problem solved. If you want to leavethe entire towns defences with the head guard and he gets killed then its your own fault - your choice, your fault.
With all this said, Returner, you seem to be looking at this purely from your characters point of view and how it will inconvenience them. Not from whether or not it will improve gameplay. Might not be the case but thats just how it seems to me.
You could also, which will address most of the questions here, have like a draw bridge instead of a gate. difference = no lock. Anyone inside the town can operate it - it has more like a pully, cranky device thingy that draw bridges have (you've all seen the films!) rather than a key hole. However it would have to take two or three turns to open/close it - it'd be project based. Just a thought.
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