How Can We Make Military Role More Appealing?

Started by Gentleboy, November 08, 2021, 09:03:15 PM

Honestly, I think the AoD is useless in Allanak.

There's crimcode which leads to little to no need for law enforcement, and what can be done is already usually done by PC Templars.

I guess the only purpose a militiaperson has in Allanak is being a free person for a templar to call upon for a patrol to go kill things outside.

Relying an entire role on a single purpose leads to stagnation and boredom. I would prefer, at this point, due to the clear no-budge stance on any change on crimcode, that the Arm gets entirely removed. Have the PC Templars rely on Byn and soldier NPCs instead, as that's usually what already happens.

I've played a soldier a couple times and you only really act as an NPC during actual RPTs, since you ARE just a footsoldier.. not to mention you have an expectation to remain disciplined, unlike the Byn - which often makes playing a bynner far more appealing, since it's so loose. It gets very boring to play a 'disciplined' footsoldier very quickly. Anyone who's playing or took the time to play a Sergeant in the AoD, big kudos, btw.
You try to climb, but slip.
You plummet to the ground below...

The AoD is absolutely not useless. There is far more to do than patrol, be a templar's lackey, or "catch bad guys" and if that's the sole focus of your play in the AoD, then speaking frankly, you're wasting the role.
Though this world is made of fearsome beasts that bark and bite
We were born to put these creatures through one hell of a fight

Let me rephrase it:

When the clan's PRIMARY purpose (be a soldier, exert martial law in Allanak, get criminals) is barely existent in actual play, the AoD is comparatively lackluster to any other city clan that does it's primary purpose. Whilst the AoD can do other secondary things for certain, so can just about anyone else in Allanak.

I would like to personally see a rework of crimcode entirely, to allow more freedom for both soldier and criminal. Otherwise, I see little fun in the southern soldier role other then those rare moments where you can actually feel like a soldier. Atleast, that's how I feel about it.
You try to climb, but slip.
You plummet to the ground below...

Quote from: Tranquil on November 10, 2021, 05:47:43 PM
Honestly, I think the AoD is useless in Allanak.

There's crimcode which leads to little to no need for law enforcement, and what can be done is already usually done by PC Templars.

I guess the only purpose a militiaperson has in Allanak is being a free person for a templar to call upon for a patrol to go kill things outside.

Relying an entire role on a single purpose leads to stagnation and boredom. I would prefer, at this point, due to the clear no-budge stance on any change on crimcode, that the Arm gets entirely removed. Have the PC Templars rely on Byn and soldier NPCs instead, as that's usually what already happens.

I've played a soldier a couple times and you only really act as an NPC during actual RPTs, since you ARE just a footsoldier.. not to mention you have an expectation to remain disciplined, unlike the Byn - which often makes playing a bynner far more appealing, since it's so loose. It gets very boring to play a 'disciplined' footsoldier very quickly. Anyone who's playing or took the time to play a Sergeant in the AoD, big kudos, btw.

The AoD, and any militia group, has play very similar to a tribe. There's often the same level of kinship and similar activities done together, with the obvious difference that there's a slightly stricter hierarchy and you're not born into it. Outside of battle RPT's, a lot of the enjoyment you can get out the militia comes from that kind of tribal-esque play.

It's also worth mentioning that the armies of Tuluk and Allanak are really more militias than militaries, at least in the modern sense. They are police as much as they are soldiers, and they encompass pretty much every other 'government' authority as well. The Templarate orders them, they do everything else.

Their enjoyment is pretty much reliant on having stuff to do, as is every other clans, but there's actually a lot more variety in what the AoD can actually do than people seem to be giving them credit for.

While enjoyment of the AoD does rely largely upon a good templar liaising with a good sergeant, and that good sergeant leading their guys well, it does also rely upon the attitude of players joining. If you join and expect full scale battles every other day, you'll be sorely disappointed. Sarge will have stuff for you to do if you let him, but to get the most out of the AoD you also have to be willing to be flexible and do more than just act like a mk. 2 NPC guard.

I would like to know what definition of militia you are using to come to the idea that Allanak and Tuluk's standing armies are militias and not military forces.

Maybe we could make the roles more appealing by offering more non-com roles? I remember in about 2011 or 12 that there used to be an AoD assistant/quartermaster who kept everything tip top.

I've never been good with directions, especially outside of cities. So, applying for those role calls has never appealed to me because I'd be likely to run everyone off of the Shield Wall 320493840923 times.
Peace is a lie, there is only passion.
There is no room for doubt in power. -TJA, 5/20/22

One thing about military clans is that the leadership is very influential. Which means if the leader is lackluster, or disinterested, or inactive, or wrong time zone, the clan loses a lot of it's drive. The individual members are what makes the clan awesome, but the leader is the one setting the beat to that dance. The clan can be variable and interesting, or it can be rigid and narrow. The clan can be a den of corruption, or the clan can be made out of robots, or wily people chafing under the press of the robot master.

I loooove joining those clans and introducing pure chaos into them. I've only been executed twice.

Here are some ideas I have on the subject, and what I would like to see. It's a bit longwinded I apologize, but I've had plenty of free time lately and so gave it some thought.

ATTACKING AND DEFENDING

The key to make military roles more appealing is to have constant enemies to fight and defeat, whether that is being animated by staff, or that are always available in the game through wandering monsters, hostile tribes and raiders. The main reason to have paid soldiers is either to attack or defend something. If I am wanting to be a soldier, I personally don't find fun in shaking down citizens and criminals. I'd rather be an actual criminal and be a THUG if I wanted to do that sort of thing. City Watch might be more inclined to do that sort of thing, but an Allanaki soldier for example should be fighting to conquer tribes and claim slaves, or defending Allanaki villages from gith and raiders, or maintaining supply lines to war fronts which are pushing to claim more land and resources for the Highlord's Empire and so on. Maybe we need Allanaki City Watch Unit, and Allanaki Army Unit?

SimRaider - I don't know exactly how the SimRaider system works, but I love the idea of it, and I wonder how much more it could be advanced on. Other than the purpose for lets say the Allanaki soldiers to destroy a hostile force that is disrupting the Empire, what benefit is there? Loot when you kill the NPC raiders? What about when you pull apart the camp, there is a camp item 'a piece of a dismantled camp', that is big and heavy, and needs to be moved on a wagon or cart, and it could represent a monetary value when taken back to Allanak. This item can only be sold by a Templar or Officer to a specific camp seller NPC for coin or kept for later use, but it adds to the whole experience and gives a reward beyond duty. Bring in House Tor then, and they would thrive off this idea as a big part of their wealth is from military campaigns. See further below.

Camps - Crafts to establish camps for PCs. This could be as detailed as you want it, but it should utilize the code we have, and no additional coding would be needed hopefully. Brief explanation on how it would work and the items and why, and bear in mind the keyword names would be changed to be a bit more realistic than the general descriptive term I used. Staff would load a no-take item called 'an area that can be scouted'. PCs would have a good reason to be constantly scouting the land, and hoping to find one of these. Sometimes they might be easy to find, other times in hard to reach, out of the way places. Either way when found, these can prove to be quite useful to the right PC. Several crafts are added utilizing 'an area that can be scouted' which could work on the search skill (just made search and scout role super useful). You can craft the following, 'a potential camp with minor resources' (Journeyman), 'a potential camp with moderate resources' (Advanced), 'a potential camp with major resources' (Master), 'a potential camp for military purposes'. Failed results could offer nothing, or a camp with major resources could give you a moderate camp, a moderate failure gives you a minor, and a minor failures give you nothing. On a success, you craft the no-take item you tried to find. Templars, and the GMH family have access to a camp supply seller, which sells items like 'a section of a merchant camp', or 'a section of a military camp', which three are needed of each depending on the camp that was found, all expensive. If not bought, these have to be made from a chain of crafts from logs. Five logs make a small section of camp, five small sections make a normal section of camp, and so on. All these parts are heavy, and require transport on a wagon at least, or an argosy. Military camps when dismantling raider camps and getting 'a piece of a dismantled camp' could use those, saving coin if they didn't sell them. Another piece needed would be 'a borsail group of worker slaves', which could be bought from a Borsail NPC, or from a PC Borsail at a cheaper price. Once the sections of camp have been brought to the potential campsite, another craft can be performed using <insert skill> to actually build the 'a full camp with major resources not ready to be loaded'. This item uses the decay code, and after a RL day, changes to be 'a full camp with major resources ready to be loaded'. The leader does the craft, gains a valuable resource item, and the campsite changes to 'a half-mined camp with major resources not ready to be loaded', and then after another RL day decay changes it to, 'a half-mined camp with major resources ready to be loaded', and so on. For a major camp, you would get x2 the extra resource than a minor camp, and would be there 2 extra RL days if you wanted, and you have to defend the area in that time, leading to all sorts of potential attacks or disruptions, and all sorts of espionage between the different military factions and merchant houses. It might seem like a crazy idea, but it's very difficult to explain via text how it could work.

Villages of Allanak - I strongly believe the virtual villages of the Empire need to be built in game, each with their own particular trade they offer to give them a unique purpose. It gives patrols so much more reason to be out and about, checking locations, maintaining order, and allowing more frequent small scale battles as the villages would be constantly harassed by gith and human and elf raiders.

Amos Village - Amos Village is located at the edge of the Salt Flats, and is unique in that it has a machine that emits a pulse which keeps Salt Worms at bay. This machine is rather complex, and during bad storms can be known to shut down. The people of Amos Village are mostly salt grebbers, who collect salt as a main ingredient in making paint, the main export of Amos Village. Lots of flour is needed and is the primary import from Red Storm Village, and the people have a positive relationship with House Jal, who trade extra salt when needed.

Above is an example of one village that could be created, and offers the opportunity for Allanaki soldiers to defend against Salt Worms when a bad storm occurs and shuts down the pulse machine. House Kadius could have a small storeroom to buy paint from at cheaper prices, and then take to Allanak to sell at higher prices. House Jal could have a salt buyer or seller there. You could even go so far as using the different salt types, combined with sacks of flour, and create some paint crafts.

HOUSE TOR

Academy Division - One Tor Noble to be in charge of the Tor Academy. Actually gives a noble a job to do, and not just 'exist' and end up getting bored and storing. House Jal is a great example I feel of a noble house working as it should, with a noble in charge, and swabs and other underlings underneath to offer a House environment, but also having purpose.

The Tor Academy - 1500 coins entry fee for commoners. The high price doesn't just let in anybody off the streets, and most people might need to look for a sponsor from a noble house or GMH or similar. Gets access to a variety of lessons, survival, combat, law enforcement and so on from the Tor noble, or Academy aides or Scorpions. Three different levels of NPC trainer are available, and to pass a combat grade to advance, you need to defeat the previous trainer. Each 'grade' you may even pay another fee, but you can still do whatever job it is you are doing and access the Academy freely - 10000 coins entry fee for nobles, who have a specific Tor noble NPC trainer and area, away from the commoners, and whatever guest lounge is available, the food and water provided must be obtained, either finding fresh water, or paying a vivaduan or water seller, and the food must be either hunted or bought.

Tor Scorpions - 2nd Tor Noble to be in charge of unit of Scorpions. Big bonuses to combat skills at startup for noble. Said noble is allowed to venture the Vrun, for appropriate Tor missions, whether it's aiding the militia, or serving Tor interests, or go beyond on major campaigns. Scorpions must have graduated academy to join, or if they have served a term in the militia (see below), or graduated from the Byn may be able to join, but must still graduate. Why bother to join? They are the ELITE, and have some of the best equipment available, and their social status is much higher than a normal commoner. If there is a lack of PC Scorpions, and militia PCs, the Warlord/Lady can even hire the Byn if necessary for extra muscle on missions.

Any graduates that have completed an officer training program can be recruited into the militia unit(s) when a officer position opens up. They don't have to accept, but it gives an extra option without having to do GDB rolecalls, and gives the academy one of it's originally designed purposes of training officers for the army.

ARM OF THE DRAGON

Term of Service - This has been discussed and I agree with most. Citizens should sign on for terms of service in the militia and not get stuck there for life. Recruit is one year probation period, and each term I would say is three IG years (4.5 RL months). Each term served gains bonuses. Examples are coin for better gear, bigger storage locker, service pins and so on.

Extra Leadership - If there is 1 Sergeant PC, and no Corporals, I'd like to see staff request a rolecall for a corporal. Having that corporal who can recruit, and cover a little broader time zone could be useful and hopefully not burn out the Sergeant, and be able to lead some minor patrols and try and keep the clan active.

Master Sergeant - Most Sergeant positions filled seem to be role requests done by staff, and having something to aspire to could offer further incentive in the role. An honorary title such as Master Sergeant, can give them some extra perks, such as better pay, better equipment, specific tattoo, and also the social standing increase that accompanies the role.

Just Do It.
Death is only the beginning...

I've been playing a soldier for a while now and the big letdown is that noone is playing criminals, and the conflict between north and south is imaginary. We do what we can to come up with things to do, but I can tell that the clan collectively lacks things to pick up and run with. Every patrol just encounters animals, and as far as I know, nobody has been arrested or found in the cells in the two or three months I've been in the clan.

The clan actually has a good amount of players in it. It's the only clan in Tuluk that offers training, so I think that alone will keep it attractive. But it's not like we can just decide to march south and attack Allanak, right? And we can't investigate crimes that don't take place.

We obviously can't have a pitched battle between Allanak and Tuluk every month, but it would be nice if there was a little more to the conflict than this. From what I can tell, it has been dormant since Tuluk opened. But criminals should be the bread and butter of soldier roleplay and that part of the game definitely feels like it needs a helping hand.

I'm not going to blame anyone for not playing a criminal in Tuluk because it doesn't look so appealing right now. There's no lawless place to live inside the city, even the Warrens have NPC soldiers. There are no criminal PCs to meet and work with, as far as I know. There's nothing like the Labyrinth here, so the only way to train fighting skills is by hunting animals.

Maybe draw up a sponsored gang leader role for Tuluk. The place needs citizens who aren't pleasant and law-abiding, and if it takes a helping hand from staff for that to happen, so be it. The fact is that it hasn't happened on its own. Right now, as far as I can tell, the city's desperate underbelly is completely unrepresented by players.

Don't know if the same would help in Allanak, I'm not very aware of how things are there.

Quote from: Jihelu on November 10, 2021, 09:26:38 PM
I would like to know what definition of militia you are using to come to the idea that Allanak and Tuluk's standing armies are militias and not military forces.

By definition, the armies of Tuluk and Allanak are not militia (except for maybe the Tribal Levy in Tuluk).

I'm referring to the the general 'feel' of them, and their day-to-day activities. They don't really act much like historical militaries did, which I do personally think is for the best.

They don't act like historical militaries, I agree (Though from my understanding professional militaries were mostly mercenary to begin with and most were normally comprised of peasant levies). But they certainly don't act like modern militaries aside from a schedule.

The Tribal Levy is close-ish to a militia but I forget if that's even still a thing.

One issue is that a lot of responsibilities and power to get shit done is concentrated on leadership characters. Military clans are very reliant on those to do just about anything, and soldier PCs tend do be reluctant to do things without permission.

And half the time, those are either dead or very scarce. I can't remember the last time the Allanaki militia had a visible sergeant, and it's not because I haven't played there. Templars are easier to find, but they have a lot of other things to do that don't involve entertaining militia PCs. If the Byn was without a sergeant for extended periods, nobody would be surprised if interest in the Byn dies down.

So... yeah. Hire more than one leader. Make unstorage possible so more people apply. Give a bit more power and freedom to the middling ranks. All of that would probably help.
A rusty brown kank explodes into little bits.

Someone says, out of character:
     "I had to fix something in this zone.. YOU WEREN'T HERE 2 minutes ago :)"

Quote from: Yelinak on November 11, 2021, 02:16:47 AM
I've been playing a soldier for a while now and the big letdown is that noone is playing criminals,

People are almost definitely playing criminals, the problem is that generally unregulated crime is generally unseen.

It's hard to find criminals as the 'meta', at least from what I understand, always encourages: Never get caught or seen, don't even fuck with other players till you are advanced/master, once someone sees your sdesc or contacts you your a known thief now.

You can be 5 years into a character and make diamond rings for a living but the minute you steal someones mount ticket and get caught, you're a perma thief.

The best synergy is when the militia and the criminals all have an understanding with each other, and as long as those understandings are maintained and understood, everybody profits... there's a ton of plot juice in balancing that, too.

Hunting/jailing/killing criminal #231 gets old, though it certainly does have to happen from time to time.
Though this world is made of fearsome beasts that bark and bite
We were born to put these creatures through one hell of a fight

I suppose this is why Rinthi criminals are a bit more prominent. You can go southside, do crime, and if you get caught you go back home. No one back home cares that you commit crime because...yeah, southside can suck it. The only time it becomes not fun is if there's a hit on your head but that's fine.
Can't do that as a Southie. Can't shit where you eat.

Quote from: Jihelu on November 28, 2021, 05:41:52 PM
I suppose this is why Rinthi criminals are a bit more prominent. You can go southside, do crime, and if you get caught you go back home. No one back home cares that you commit crime because...yeah, southside can suck it. The only time it becomes not fun is if there's a hit on your head but that's fine.
Can't do that as a Southie. Can't shit where you eat.

Militia should sell 'free pass' tickets for pickpockets good for certain streets.

Miner's road; 400 coins per year
Caravan way: 1000 coins per year.
Podunk alley: 50 coins per year.

I mean that's already something you can do, and I've done it. I've contacted Templar's and not so subtly explained im a criminal and intend on doing crime. I had one tell me he didn't give a shit what I did as long as I didn't KILL merchants or nobles (I'm not even a murderer, I was a thief and burglar)

I had just about every Templar getting thrown money their way. Was fun

The issue comes that if I had stolen from someone and gotten caught my ass was big oof, even if I have people covering for me. Im the thief guy now

Due to my extensive personal experience with it, I suppose it never really occurred to me how intimidating the combat code can appear to be.

Do many players avoid playing combat roles because they don't want to take the time to learn the ins and outs and the quirks of it?

This SimRaider bandit stuff was really cool for a while, but we haven't seen them in a long while. I think it would be great if it could be made a persistent thing near both cities. It worked out great the couple of times we met them, but then it hasn't happened since October.

I've seen them more than a couple times already. They keep shifting position.
Steadfast support for a unified regime,
Is how humankind will reign supreme.

Tool SimRaider to work inside cities (somehow). Dens of bandits or Tuluki terrorists that need the be routed out. Have some sort of flag for when the 'camp' is cleared. The longer it goes without being cleared, the more leeway staff has to expand this non-virtual presence.

Anecdote: I had a 'sneaky' that was basically making a base in a locked run-down hovel Southside. It was his art apartment. Inside that apartment were various painting supplies, and canvases depicting members of the Templarate in "compromising" positions with anthropomorphized rats to represent rinthis.

He got caught. By a Templar. And still lived... but oh shit did he owe that Templar. It was way better than "How dare you do bad things? TO THE ARENA/CUDDLER/PIT".
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

+1
Steadfast support for a unified regime,
Is how humankind will reign supreme.

Quote from: Riev on December 01, 2021, 11:37:24 AM
Tool SimRaider to work inside cities (somehow). Dens of bandits or Tuluki terrorists that need the be routed out. Have some sort of flag for when the 'camp' is cleared. The longer it goes without being cleared, the more leeway staff has to expand this non-virtual presence.


This would be great for less lawful areas (which I think should include alleys and places near alleys in south Allanak).