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[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  
with the best people, and I can assure you that data processing is a  
fad that won't last out the year."
--The editor in charge of business books for Prentice Hall, 1957




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