Wednesday, May 2, 2012

What to do with the *Criminals* in Illyriad™..

Recently I have begun thinking of what one, or the community can do about the undesirables in the game. What is most common is that the undesirables will be baited into a ferocious rage and bring about their own destruction, when those that they took the bait from rise up and crush them.  Other undesirables are people who are on the receiving end of large wars, players that the community may not want around for the *danger* they caused them.  What to do what to do..

I suggested long ago that some players or an alliance or two take up responsibility to construct a penal colony of sorts, force the undesirables to move their cities to a largely unsettable area with poor resources and require the prisoners to stay within the area with limited military/diplomatic units for a previously set period of time. Once the sentence is up, those previously prisoners would be free to move out of the colony and back into the mainlands of Illyriad™, much like our Undesirables of Society today.

Some players have criticized this project, over how the *Guards* would be able to keep a tight hold of the * Prisoners*, as well as voicing that forcing movement into a penal colony is cruel, though is it more merciful to crush years of work so that the *Critics* can sleep better at night?

I suppose in the end it will fall on those who have the firepower to orchestrate to the other players of what the outcome of the *undesirables* will be. For even if the alliance"s" in a war win, that doesn't mean the vast community will follow them in their penal colony, another case of might makes right.

Just an idea of mine, but with the community and human nature against it I fear it will not take off. Perhaps when another enemy of TLR™ surfaces, I can test out the process..


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