Oh yeah, secrets requiring use-with items added as a redundancy. Still doesn't fully protect the map, as secrets tend to get out. (Not from me, but... all it takes is one disgruntled ex-guildie.)
The Almost-Perfect Guard
There's really only one way a bot could protect a map from being entered. And it involves absolutely no PK.
1) The start of your map should have the only way in include an area where only 1 person at a time could walk.
2) That start area of the map should be set as "no magic".
3) That start area should *not* be PK.
4) Code the bot to stand in the area where only 1 person at a time can walk. Code him to move only when guild members or designated friendlies come within two paces of him. He steps out of the way to allow them to pass.
It's not pk, so an unfriendly can't do anything to make the bot move.
It's no-magic, so an unfriendly can't tele-to-range past the bot.
Now there's other issues of course, but done right this would handle keeping out most everyone that's not wanted.
Issues:
1) Bot goes offline - Not really an issue, since that can happen with a pk guard bot as well. But during that time, the map's a free-for-all like any guild map would be.
2) Unwanted player finds map, stands nearby waiting for a friendly to get the bot to move.
Yeah, that would require someone with seriously no life, willing to sit around all day doing nothing. But we already have some types like that in the game, so... ;-)
You'd have to figure out how to handle that. (Guard bots have True Sight, so they'd see the unfriendly even if the friendly doesn't.)
The bonus: No PK, all the bot does is move for a friendly to enter, so even a brand new character could be used as the bot. No having to train-up a character.
The added bonus: Your guard bot will not become [@PK central @ 6] fodder like some others have.
Just a random thought... Okay, back to your boring harvesting with ya. ;-)
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