[Discuss] Feature request - remove council member from power
Timothy Collett
danaris at mac.com
Fri Nov 3 19:25:51 CET 2006
On Nov 3, 2006, at 1:16 PM, Aaron Champion wrote:
> I had a cadre of four or five Infs on hand at all times when I had
> a ruler character. And yes, they were used to retire a few
> unwanted council members. You don't need an option, you need
> commitment and ingenuity. Lacking those, you're not much of a
> leader anyways.
I had that for a time, too, in Riombara. I don't anymore. Some of
them were deported, some turned back to soldiers, some just left for
whatever reasons. Saying "you're not much of a leader" because you
don't have a half-dozen assassins at your beck and call is kind of
insulting; it's *very* rare to have that many highly skilled
infiltrators in a realm of less than 90, and even rarer to have them
all unquestioningly loyal to the ruler.
But even if I did have them, with the new code, *how could I be sure
of taking someone out of power*? Say the first 2 attempts are
caught, one banned, the other executed. The third attempt takes down
the ruler for a day. The fourth is caught, deported. (down 2
infiltrators) The fifth takes him down for 4 days. The sixth and
seventh are caught, both banned.
So now, after 7 attacks, we're down 2 infiltrators, with 2 more in
danger of their lives, and King Annoying is still King, because all
we've managed is 4 days, and, according to what I think Tom said, you
need to keep them down for 2 weeks (give or take) to remove them from
power.
Timothy Collett
Anaris Family
--
"I have traveled the length and breadth of this country and talked
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