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Post by Linx Exotic on Aug 19, 2008 17:20:00 GMT -5
It's not a sophisticated game. It's economy. I don't think of it as overly elaborate.
The fort's trade wasn't roleplayed but its effects were. The general quality of life would be a lot lower without the trade repeaters put in, and that's a hard change to make.
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Post by Captain Fishrudder on Aug 19, 2008 20:48:33 GMT -5
Act like they're still being traded, invent something else, there's alot of possiblity's
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Post by Finnerator Rudderbow on Aug 19, 2008 21:10:42 GMT -5
We can trade any kind of weaponry, not just guns. Also stuff like shipbuilding or taxes from villagers. I think that calling guns pivotal is a bit of an exaggeration. They were a big part for a while, but not pivotal.
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Post by Linx Exotic on Aug 19, 2008 21:42:12 GMT -5
They were a gigantic step forward as far as invention, as well as the inventions preceding them. They were pivotal in real life and they were pivotal here. I'd go so far as to say it revolutionized the fort.
Think about it. The increased demand for materials such as steel, brass and coal meant that there were far more imports, and exports were suddenly needed to balance out the money loss so weapons started being distributed all over Mossflower and beyond, thanks to OF's location as a trade hub. The sheer firepower possessed by the fort inhabitants made a tiny group of just 300 soldiers a major power on the strategic map, as opposed to just a small guard for a little trading outpost, which, along with the increased trade, boosted the fort population dramatically.
It also, on a character-based level, made Linx a very rich mouse, enabling him to donate large sums of money to the fort so it could get a state-of-the-art sickbay, a larger and by far more powerful fleet and an expansive armory. He also bought his own house, which has a large role amongst the various characters that live in it. Moreover, the presence of guns amongst the fort members itself made training notably different, and tactics that beasts learned adapted to using firearms on the battlefield.
Really, Finnerator, I don't think you can tell me what has and doesn't have a role here when I have over six times your posts and far more time logged with the populace. Not to disrespect you, but I spend a lot of time here and know how it works.
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Post by Finnerator Rudderbow on Aug 20, 2008 8:37:01 GMT -5
Frankly, it doesn't matter at this point how important guns were. 13-0 people prefer the old weapons so now we have to figure out how to get rid of guns so we can enjoy rping more. Now, how do we make it so that guns are more undesirable and people revert back to the old weaponry? I say that some major flaw should be discovered that only appears after like a year or so. Said flaw makes the guns completely unreliable and relatively useless and thus, people stop trading in it. Problem solved.
As to Linx's situation, he is a military commander and gets plenty of money through that. He won't be as rich without the business, but he will certainly be able to afford a house and anyway, I'm sure that Linx will find more things to invent that won't completely change the site.
Posts aren't everything Linx. It's true that I'm not as active as you, but I'm willing to bet that I have more experience on the ROC and I know what it's all about. Otter's Fort has changed a lot and not always for the better. Let's do something about that so that it better serves it's role in the Redwall community.
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Post by Linx Exotic on Aug 20, 2008 9:28:33 GMT -5
I'm going to agree with you on mostly all of that. I didn't say all of this was for the better, not now. What I tried to do with this whole thing was lead OF somewhere where it didn't really fit, so it'd better go back to how it was before, but my point was that the presence of guns was a major influence on the structure of the fort.
Not that they shouldn't go.
Side bar, since guns were preceded by spring-powered repeater technology which is basically infallible, the reliability issue won't work on them, and they were the main source of the profit as gunpowder-based weapons were restricted to the fort.
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Post by Finnerator Rudderbow on Aug 20, 2008 13:07:49 GMT -5
Well then, how do you propose we get rid of the guns without completely destroying the fort's economy?
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Post by Linx Exotic on Aug 20, 2008 13:26:04 GMT -5
We may simply have to retcon, really. The fact of the matter is that they have far too deep an entrenchment as it currently stands to just make them not wanted anymore.
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Post by Finnerator Rudderbow on Aug 20, 2008 17:54:56 GMT -5
I'm sure we can find away if we think about it long enough. What happened to all the members who voted? We need ideas and suggestions people!
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Post by Linx Exotic on Aug 20, 2008 19:29:05 GMT -5
It seems that most of them logged in in response to the email but that's it.
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Post by Aldar and Ellich on Aug 20, 2008 19:43:13 GMT -5
Hey, it's been a long time since I have logged on, and catching up is hard. Obviously I can see we have to get rid of guns, and I really can't see much of an idea that wont just make half of the history of the fort disapear besides basicly having something wipe out the fort and all of its advanced weapons. The only problem is the people who know how to build them.
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Post by Linx Exotic on Aug 20, 2008 22:03:26 GMT -5
That's about half my characters. I'd have to have the fort destroyed and a bunch of my characters (Linx, Archon and Dengoro) killed off.
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Post by Aldar and Ellich on Aug 20, 2008 23:04:22 GMT -5
Exactly why that plan has its errors. I'd have to kill off the crazy squirrel.
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Post by Linx Exotic on Aug 21, 2008 0:22:11 GMT -5
Not to mention, the fort would be more or less entirely razed...
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Post by Finnerator Rudderbow on Aug 21, 2008 7:51:50 GMT -5
And I don't suppose that Linx would be willing to give up any characters. Razing the fort isn't a good idea either. Which character is Dengoro?
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