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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=10763</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=10763"/>
		<updated>2006-10-31T02:53:15Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Sharks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island. Most are visible and can be attacked, while some are concealed in the terrain and cannot be harmed or even noticed until they attack. &lt;br /&gt;
&lt;br /&gt;
== Visible animals ==&lt;br /&gt;
Visible animals can be seen on the [[user interface|game map]]. They move or attack on their own twice an hour, once at 5 minutes past and once at 35 minutes past, and will also attack reactively (and immediately) each time they are attacked.&lt;br /&gt;
&lt;br /&gt;
Most animals are passive and will only attack a player actively (not reactively) if the player has attacked them, at which point the animal will attack once every 30 minutes until they are dead, the player is dead, the player runs away, or a different player harms them. Other animals, including elephants, tigers, and wild boars, will attack without provocation. A player who sleeps near such an animal may wake to find that they have been mauled and possibly killed because the animal wandered across their location.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all visible animals found to date.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Alligator&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 45%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|           | [[Swamp]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Bear&lt;br /&gt;
|align=right| 30&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 18&lt;br /&gt;
|           | [[Mountain]]&lt;br /&gt;
|           | Aggressive tendencies unknown&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer, large&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Easter Bunny&lt;br /&gt;
|align=right| 30 &lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 28&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant&lt;br /&gt;
|align=right| 60&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 33&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked. Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant, rogue&lt;br /&gt;
|align=right| 90&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 80%&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 48&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Fully-Grown Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 7&lt;br /&gt;
|align=right| 200&lt;br /&gt;
|           | [[Water (deep)]]&lt;br /&gt;
|           | First seen by --[[User:Doppelganger|Doppelganger]] 13:24, 10 October 2006, North-Northeast of the Island&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 5-6&lt;br /&gt;
|align=right| 153&lt;br /&gt;
|           | [[Water]], [[Water (deep)]]&lt;br /&gt;
|           | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Guard dog&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Camp]] [[trading post]]s&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Monkey&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 8&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Parrot&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Has been seen on fresh water squares.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Rat&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|           | [[Tunnel]], [[Cave]]&lt;br /&gt;
|           | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Stag, large&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 13&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 55%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 13?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger, ferocious&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Wild boar&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 50%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Large Stag&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A large stag that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Small Deer&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A small deer that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween. Killing it only creates another Zombified Small Deer.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period.&lt;br /&gt;
* &amp;quot;Accuracy&amp;quot; is the animal's apparent attack accuracy rounded to the nearest 5%. This is lower when the target has ''[[animal affinity]]''. (See [[Talk:Animals|the talk page]] for tabled statistics.)&lt;br /&gt;
* &amp;quot;Damage&amp;quot; is the damage dealt by one of the animal's attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of (5 + ''max HP'') / 2, rounded up, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
==Special Flavour Text==&lt;br /&gt;
Some animals have special flavour text&lt;br /&gt;
&lt;br /&gt;
=== Zombified animals ===&lt;br /&gt;
When killing a zombified animal:&lt;br /&gt;
&lt;br /&gt;
*''You attack the zombified (insert animal here) for X damage. It dies.&lt;br /&gt;
To your horror, the corpse of the zombified (insert animal here) gets back up and carries on with what it was doing... attacking you!''&lt;br /&gt;
&lt;br /&gt;
=== Punching large animals ===&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
=== Sharks ===&lt;br /&gt;
When bitten by a shark:&lt;br /&gt;
*''A shark attacks you for 2 damage. You're now wounded and need ''[first aid kits / healing herbs]'' to heal your wounds.&amp;lt;br /&amp;gt;You lose 1 HP from an old wound. Use ''[first aid kits / healing herbs]'' to stop the bleeding before you die.''&lt;br /&gt;
&lt;br /&gt;
== Concealed animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]].&amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]]. --&amp;gt; Until a player is healed they will see &amp;quot;You are bleeding&amp;quot; below their map next to their name. The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a poisonous snake, which then appears in [[inventory]]. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a crab, which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=10762</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=10762"/>
		<updated>2006-10-31T02:52:39Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island. Most are visible and can be attacked, while some are concealed in the terrain and cannot be harmed or even noticed until they attack. &lt;br /&gt;
&lt;br /&gt;
== Visible animals ==&lt;br /&gt;
Visible animals can be seen on the [[user interface|game map]]. They move or attack on their own twice an hour, once at 5 minutes past and once at 35 minutes past, and will also attack reactively (and immediately) each time they are attacked.&lt;br /&gt;
&lt;br /&gt;
Most animals are passive and will only attack a player actively (not reactively) if the player has attacked them, at which point the animal will attack once every 30 minutes until they are dead, the player is dead, the player runs away, or a different player harms them. Other animals, including elephants, tigers, and wild boars, will attack without provocation. A player who sleeps near such an animal may wake to find that they have been mauled and possibly killed because the animal wandered across their location.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all visible animals found to date.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Alligator&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 45%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|           | [[Swamp]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Bear&lt;br /&gt;
|align=right| 30&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 18&lt;br /&gt;
|           | [[Mountain]]&lt;br /&gt;
|           | Aggressive tendencies unknown&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer, large&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Easter Bunny&lt;br /&gt;
|align=right| 30 &lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 28&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant&lt;br /&gt;
|align=right| 60&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 33&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked. Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant, rogue&lt;br /&gt;
|align=right| 90&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 80%&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 48&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Fully-Grown Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 7&lt;br /&gt;
|align=right| 200&lt;br /&gt;
|           | [[Water (deep)]]&lt;br /&gt;
|           | First seen by --[[User:Doppelganger|Doppelganger]] 13:24, 10 October 2006, North-Northeast of the Island&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 5-6&lt;br /&gt;
|align=right| 153&lt;br /&gt;
|           | [[Water]], [[Water (deep)]]&lt;br /&gt;
|           | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Guard dog&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Camp]] [[trading post]]s&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Monkey&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 8&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Parrot&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Has been seen on fresh water squares.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Rat&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|           | [[Tunnel]], [[Cave]]&lt;br /&gt;
|           | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Stag, large&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 13&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 55%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 13?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger, ferocious&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Wild boar&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 50%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Large Stag&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A large stag that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Small Deer&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A small deer that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween. Killing it only creates another Zombified Small Deer.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period.&lt;br /&gt;
* &amp;quot;Accuracy&amp;quot; is the animal's apparent attack accuracy rounded to the nearest 5%. This is lower when the target has ''[[animal affinity]]''. (See [[Talk:Animals|the talk page]] for tabled statistics.)&lt;br /&gt;
* &amp;quot;Damage&amp;quot; is the damage dealt by one of the animal's attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of (5 + ''max HP'') / 2, rounded up, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
==Special Flavour Text==&lt;br /&gt;
Some animals have special flavour text&lt;br /&gt;
&lt;br /&gt;
=== Zombified animals ===&lt;br /&gt;
When killing a zombified animal:&lt;br /&gt;
&lt;br /&gt;
*''You attack the zombified (insert animal here) for X damage. It dies.&lt;br /&gt;
To your horror, the corpse of the zombified (insert animal here) gets back up and carries on with what it was doing... attacking you!''&lt;br /&gt;
&lt;br /&gt;
=== Punching large animals ===&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
=== Sharks ===&lt;br /&gt;
*''A shark attacks you for 2 damage. You're now wounded and need ''[first aid kits / healing herbs]'' to heal your wounds.&amp;lt;br /&amp;gt;You lose 1 HP from an old wound. Use ''[first aid kits / healing herbs]'' to stop the bleeding before you die.''&lt;br /&gt;
&lt;br /&gt;
== Concealed animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]].&amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]]. --&amp;gt; Until a player is healed they will see &amp;quot;You are bleeding&amp;quot; below their map next to their name. The effects of shark wounds are not cumulative.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a poisonous snake, which then appears in [[inventory]]. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a crab, which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=10761</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=10761"/>
		<updated>2006-10-31T02:48:11Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Zombified animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island. Most are visible and can be attacked, while some are concealed in the terrain and cannot be harmed or even noticed until they attack. &lt;br /&gt;
&lt;br /&gt;
== Visible animals ==&lt;br /&gt;
Visible animals can be seen on the [[user interface|game map]]. They move or attack on their own twice an hour, once at 5 minutes past and once at 35 minutes past, and will also attack reactively (and immediately) each time they are attacked.&lt;br /&gt;
&lt;br /&gt;
Most animals are passive and will only attack a player actively (not reactively) if the player has attacked them, at which point the animal will attack once every 30 minutes until they are dead, the player is dead, the player runs away, or a different player harms them. Other animals, including elephants, tigers, and wild boars, will attack without provocation. A player who sleeps near such an animal may wake to find that they have been mauled and possibly killed because the animal wandered across their location.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all visible animals found to date.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Alligator&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 45%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|           | [[Swamp]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Bear&lt;br /&gt;
|align=right| 30&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 18&lt;br /&gt;
|           | [[Mountain]]&lt;br /&gt;
|           | Aggressive tendencies unknown&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer, large&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Easter Bunny&lt;br /&gt;
|align=right| 30 &lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 28&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant&lt;br /&gt;
|align=right| 60&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 33&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked. Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant, rogue&lt;br /&gt;
|align=right| 90&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 80%&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 48&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Fully-Grown Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 7&lt;br /&gt;
|align=right| 200&lt;br /&gt;
|           | [[Water (deep)]]&lt;br /&gt;
|           | First seen by --[[User:Doppelganger|Doppelganger]] 13:24, 10 October 2006, North-Northeast of the Island&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 5-6&lt;br /&gt;
|align=right| 153&lt;br /&gt;
|           | [[Water]], [[Water (deep)]]&lt;br /&gt;
|           | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Guard dog&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Camp]] [[trading post]]s&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Monkey&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 8&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Parrot&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Has been seen on fresh water squares.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Rat&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|           | [[Tunnel]], [[Cave]]&lt;br /&gt;
|           | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Stag, large&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 13&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 55%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 13?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger, ferocious&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Wild boar&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 50%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Large Stag&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A large stag that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Small Deer&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A small deer that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween. Killing it only creates another Zombified Small Deer.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period.&lt;br /&gt;
* &amp;quot;Accuracy&amp;quot; is the animal's apparent attack accuracy rounded to the nearest 5%. This is lower when the target has ''[[animal affinity]]''. (See [[Talk:Animals|the talk page]] for tabled statistics.)&lt;br /&gt;
* &amp;quot;Damage&amp;quot; is the damage dealt by one of the animal's attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of (5 + ''max HP'') / 2, rounded up, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
=== Punching large animals ===&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
==Special Flavour Text==&lt;br /&gt;
Some animals have special flavour text&lt;br /&gt;
===Zombified animals===&lt;br /&gt;
You attack the zombified (insert animal here) for X damage. It dies.&lt;br /&gt;
To your horror, the corpse of the zombified (insert animal here) gets back up and carries on with what it was doing... attacking you!&lt;br /&gt;
&lt;br /&gt;
== Concealed animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]].&amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]]. --&amp;gt; Until a player is healed they will see &amp;quot;You are bleeding&amp;quot; below their map next to their name. The effects of shark wounds are not cumulative. A player bitten by a shark sees the following text:&lt;br /&gt;
:A shark attacks you for 2 damage. You're now wounded and need ''[first aid kits / healing herbs]'' to heal your wounds.&amp;lt;br /&amp;gt;You lose 1 HP from an old wound. Use ''[first aid kits / healing herbs]'' to stop the bleeding before you die.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a poisonous snake, which then appears in [[inventory]]. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a crab, which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=10760</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=10760"/>
		<updated>2006-10-31T02:47:46Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island. Most are visible and can be attacked, while some are concealed in the terrain and cannot be harmed or even noticed until they attack. &lt;br /&gt;
&lt;br /&gt;
== Visible animals ==&lt;br /&gt;
Visible animals can be seen on the [[user interface|game map]]. They move or attack on their own twice an hour, once at 5 minutes past and once at 35 minutes past, and will also attack reactively (and immediately) each time they are attacked.&lt;br /&gt;
&lt;br /&gt;
Most animals are passive and will only attack a player actively (not reactively) if the player has attacked them, at which point the animal will attack once every 30 minutes until they are dead, the player is dead, the player runs away, or a different player harms them. Other animals, including elephants, tigers, and wild boars, will attack without provocation. A player who sleeps near such an animal may wake to find that they have been mauled and possibly killed because the animal wandered across their location.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all visible animals found to date.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Alligator&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 45%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|           | [[Swamp]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Bear&lt;br /&gt;
|align=right| 30&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 18&lt;br /&gt;
|           | [[Mountain]]&lt;br /&gt;
|           | Aggressive tendencies unknown&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer, large&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Easter Bunny&lt;br /&gt;
|align=right| 30 &lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 28&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant&lt;br /&gt;
|align=right| 60&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 33&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked. Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant, rogue&lt;br /&gt;
|align=right| 90&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 80%&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 48&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Fully-Grown Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 7&lt;br /&gt;
|align=right| 200&lt;br /&gt;
|           | [[Water (deep)]]&lt;br /&gt;
|           | First seen by --[[User:Doppelganger|Doppelganger]] 13:24, 10 October 2006, North-Northeast of the Island&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 5-6&lt;br /&gt;
|align=right| 153&lt;br /&gt;
|           | [[Water]], [[Water (deep)]]&lt;br /&gt;
|           | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Guard dog&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Camp]] [[trading post]]s&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Monkey&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 8&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Parrot&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Has been seen on fresh water squares.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Rat&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|           | [[Tunnel]], [[Cave]]&lt;br /&gt;
|           | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Stag, large&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 13&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 55%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 13?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger, ferocious&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Wild boar&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 50%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Large Stag&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A large stag that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Small Deer&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A small deer that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween. Killing it only creates another Zombified Small Deer.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period.&lt;br /&gt;
* &amp;quot;Accuracy&amp;quot; is the animal's apparent attack accuracy rounded to the nearest 5%. This is lower when the target has ''[[animal affinity]]''. (See [[Talk:Animals|the talk page]] for tabled statistics.)&lt;br /&gt;
* &amp;quot;Damage&amp;quot; is the damage dealt by one of the animal's attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of (5 + ''max HP'') / 2, rounded up, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
=== Punching large animals ===&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
==Special Flavour Text==&lt;br /&gt;
Some animals have special flavour text&lt;br /&gt;
===Zombified animals===&lt;br /&gt;
You attack the zombified (insert animal here) for X damage. It dies.&lt;br /&gt;
To your horror, the corpse of the zombified(insert animal here) gets back up and carries on with what it was doing... attacking you!&lt;br /&gt;
&lt;br /&gt;
== Concealed animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]].&amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]]. --&amp;gt; Until a player is healed they will see &amp;quot;You are bleeding&amp;quot; below their map next to their name. The effects of shark wounds are not cumulative. A player bitten by a shark sees the following text:&lt;br /&gt;
:A shark attacks you for 2 damage. You're now wounded and need ''[first aid kits / healing herbs]'' to heal your wounds.&amp;lt;br /&amp;gt;You lose 1 HP from an old wound. Use ''[first aid kits / healing herbs]'' to stop the bleeding before you die.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a poisonous snake, which then appears in [[inventory]]. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a crab, which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Animals&amp;diff=10759</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Animals&amp;diff=10759"/>
		<updated>2006-10-31T02:45:56Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many '''animals''' live on the island. Most are visible and can be attacked, while some are concealed in the terrain and cannot be harmed or even noticed until they attack. &lt;br /&gt;
&lt;br /&gt;
== Visible animals ==&lt;br /&gt;
Visible animals can be seen on the [[user interface|game map]]. They move or attack on their own twice an hour, once at 5 minutes past and once at 35 minutes past, and will also attack reactively (and immediately) each time they are attacked.&lt;br /&gt;
&lt;br /&gt;
Most animals are passive and will only attack a player actively (not reactively) if the player has attacked them, at which point the animal will attack once every 30 minutes until they are dead, the player is dead, the player runs away, or a different player harms them. Other animals, including elephants, tigers, and wild boars, will attack without provocation. A player who sleeps near such an animal may wake to find that they have been mauled and possibly killed because the animal wandered across their location.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all visible animals found to date.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;background-color: #f9f9f9; border: solid 1px #ccc; border-collapse: collapse&amp;quot; |&lt;br /&gt;
|-align=&amp;quot;left&amp;quot; bgcolor=&amp;quot;#ddd&amp;quot; valign=&amp;quot;top&amp;quot;&lt;br /&gt;
! Animal !! Max HP !! Frequency !! Accuracy !! Damage !! XP Bonus !! Location !! Notes&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Alligator&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 45%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|           | [[Swamp]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Bear&lt;br /&gt;
|align=right| 30&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 18&lt;br /&gt;
|           | [[Mountain]]&lt;br /&gt;
|           | Aggressive tendencies unknown&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer, large&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Deer,&amp;amp;nbsp;small&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Easter Bunny&lt;br /&gt;
|align=right| 30 &lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 28&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Hunted to extinction shortly after Easter, 16 April 2006, when they first appeared. They started with 30 HP but could be healed to a maximum of 50. &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant&lt;br /&gt;
|align=right| 60&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 33&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked. Has been seen in fresh water.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Elephant, rogue&lt;br /&gt;
|align=right| 90&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 80%&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 48&lt;br /&gt;
|           | [[Grassland]], [[Jungle]]&lt;br /&gt;
|           | The new name of an elephant that has killed a player.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Fully-Grown Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 7&lt;br /&gt;
|align=right| 200&lt;br /&gt;
|           | [[Water (deep)]]&lt;br /&gt;
|           | First seen by --[[User:Doppelganger|Doppelganger]] 13:24, 10 October 2006, North-Northeast of the Island&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Giant squid&lt;br /&gt;
|align=right| 300&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 5-6&lt;br /&gt;
|align=right| 153&lt;br /&gt;
|           | [[Water]], [[Water (deep)]]&lt;br /&gt;
|           | Very rare, very tough; have been sighted crawling onto land&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Guard dog&lt;br /&gt;
|align=right| 15?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Camp]] [[trading post]]s&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Monkey&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 8&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Parrot&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 5&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Has been seen on fresh water squares.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Rat&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|           | [[Tunnel]], [[Cave]]&lt;br /&gt;
|           | Aggressive; attacks in packs.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Stag, large&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 60%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 13&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger&lt;br /&gt;
|align=right| 20&lt;br /&gt;
|align=right| 2x&lt;br /&gt;
|align=right| 55%&lt;br /&gt;
|align=right| 3&lt;br /&gt;
|align=right| 13?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Tiger, ferocious&lt;br /&gt;
|align=right| 25&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 4&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | &lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Wild boar&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| 1x&lt;br /&gt;
|align=right| 50%&lt;br /&gt;
|align=right| 2&lt;br /&gt;
|align=right| 10&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | Aggressive; attacks unprovoked.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Large Stag&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A large stag that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween.&lt;br /&gt;
|-valign=top&lt;br /&gt;
|           | Zombified Small Deer&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| ?&lt;br /&gt;
|align=right| 1&lt;br /&gt;
|align=right| 15&lt;br /&gt;
|           | [[Jungle]]&lt;br /&gt;
|           | A small deer that has been killed, but has come back to life to continue attacking. Likely a temporary change for Halloween. Killing it only creates another Zombified Small Deer.&lt;br /&gt;
|}&lt;br /&gt;
Notes:&lt;br /&gt;
* &amp;quot;Frequency&amp;quot; is the number of times an animal attacks in a half-hour period.&lt;br /&gt;
* &amp;quot;Accuracy&amp;quot; is the animal's apparent attack accuracy rounded to the nearest 5%. This is lower when the target has ''[[animal affinity]]''. (See [[Talk:Animals|the talk page]] for tabled statistics.)&lt;br /&gt;
* &amp;quot;Damage&amp;quot; is the damage dealt by one of the animal's attacks.&lt;br /&gt;
&lt;br /&gt;
When you attack an animal you receive [[XP]] equal to the damage listed for the weapon you used. Killing an animal yields an additional bonus of (5 + ''max HP'') / 2, rounded up, as listed in the &amp;quot;XP Bonus&amp;quot; column. (For example, if a monkey has 1 [[HP]] remaining when you kill it with a machete that deals 3 HP of damage, your action gives you 3 XP for the damage and 8 for the kill, totalling 11.)&lt;br /&gt;
&lt;br /&gt;
=== Punching large animals ===&lt;br /&gt;
When missing a punch against an elephant, large stag, or tiger, special messages may display:&lt;br /&gt;
&lt;br /&gt;
* ''You attack the elephant and miss. Suddenly attacking the elephant with your bare hands doesn't seem so clever!''&lt;br /&gt;
* ''You attack the elephant and miss. Pausing a moment to reflect on this, tackling the elephant with your bare hands might be considered crazy!''&lt;br /&gt;
&lt;br /&gt;
== Concealed animals ==&lt;br /&gt;
'''Sharks''' cannot be seen or attacked. They have a random chance to attack instantly when a player swims in deep water. A shark attack deals 2 HP damage, and the resulting wounds deal 1 HP damage per action (not per AP) until the player dies or is healed with a [[first aid kit]] or [[healing herb]].&amp;lt;!-- Revives heal all wounds according to [[Game_Design#Persistent_Shark_Bites]]. --&amp;gt; Until a player is healed they will see &amp;quot;You are bleeding&amp;quot; below their map next to their name. The effects of shark wounds are not cumulative. A player bitten by a shark sees the following text:&lt;br /&gt;
:A shark attacks you for 2 damage. You're now wounded and need ''[first aid kits / healing herbs]'' to heal your wounds.&amp;lt;br /&amp;gt;You lose 1 HP from an old wound. Use ''[first aid kits / healing herbs]'' to stop the bleeding before you die.&lt;br /&gt;
&lt;br /&gt;
'''Poisonous snakes''' cannot be seen or attacked. A character who is searching [[grassland]]s can capture a poisonous snake, which then appears in [[inventory]]. Searching the grasslands can also cause you to get bitten by a snake for 3 HP damage (the snake then slithers away). &lt;br /&gt;
&lt;br /&gt;
'''Crabs''' cannot be seen or attacked. A character who is searching [[beach]]es can capture a crab, which then appears in inventory, or be pinched by one for 1 HP damage. (&amp;quot;Searching the area, you find a crab. It nips your finger with its claws and scuttles away&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=10471</id>
		<title>RE field hospital</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=10471"/>
		<updated>2006-10-03T01:15:34Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background-color: #fee; border: solid 1px #fcc; float: right; width: 200px&amp;quot;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Status:||open&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot; style=&amp;quot;font-size: .8em&amp;quot;&lt;br /&gt;
|Updated:||19:16, October 2, 2006 (UTC)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Located at [-70.366,+26.319] North-East [[York]], the '''[[RE]] field hospital''' is open to all Outsiders (even [[Discordian Cargo Cult]] members as long as they don't attack). Healing is free but charitable donations are always welcomed. Service is on a first come first serve basis and supplies are currently limited.&lt;br /&gt;
&lt;br /&gt;
Please note that although the [[RE]] operates this hospital the group is not devoted entirely to these endevours. Some of our operations may be more clandestine or millitary in nature.&lt;br /&gt;
&lt;br /&gt;
===EMS services===&lt;br /&gt;
Although we are not currently offering an EMS service, we do recommend that you join a large group if unable to reach the hospital and in need medical attention.  Patrols are done daily by dedicated volunteers who usually check out groups of 3+ or notable locations (Medical hut, Trader's Tavern, etcetera).&lt;br /&gt;
&lt;br /&gt;
===Expansion plans===&lt;br /&gt;
We are always on the lookout for aspiring doctors in [[Durham]] and [[Derby]]. Please contact us at our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9976</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9976"/>
		<updated>2006-09-08T01:34:02Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Hospital */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
== [http://www.shartak.com/profile.cgi?id=242 The Captain] Resumes Parley ==&lt;br /&gt;
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I thought I'd posted this earlier today, but I guess it didn't work. In any case I'll try to go over everything I covered before. &lt;br /&gt;
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Let me preface this by stating that my rejection or adoption of any particular points in your list should not by any means be taken as casus belli, and that debate should be continued until all points of contention are hammered out. My ridiculous and probably inappropriate historical reference would by Serbia's reply to Austria-Hungary's Ultimatum in the Summer of 1914, and I think the historical lesson there is obvious enough that I won't get into it.&lt;br /&gt;
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+ No person or group other than the RE shall claim control or sovereignty over the Isle, unless they want a war&lt;br /&gt;
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My first complaint would be to the Royal Expedition's claim of sovereignty over the island in question. First, there isn't even a wandering shaman, much less a village that would serve as icontrovertible proof of a faction's claims to sovereignty. Second, it was my understanding that there was already more than one clan on the island so the Royal Expeditions claim of exclusive &amp;quot;sovereignty&amp;quot; (whatever that may entail) is dubious at best. I also find One of many doctors' comments distressing as they seem to imply that no pirates would be welcome on the island, regardless of clan loyalty, or personal  conduct or character. This would be a very serious declaration.&lt;br /&gt;
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+ All civilians shall be allowed onto the Island, except those who engage in deforestation and environmentally destructive activities.&lt;br /&gt;
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Kind of goes without saying, although the deforestation bit seems rather harmless. You'll notice that in no way during the original proclamation for New Tortuga was there a clause saying that the crew should assault outsiders. Calling the island a hunting preserve was never meant to imply exclusionary policies to come (tithing, hunting licenses). The &amp;quot;hunting&amp;quot; in question was only going to be of animals and maybe whatever natives that were present. I fail to see the offense in that. Naming it a hunting preserve was supposed to '''discourage''' pking as it labeled the island an npc-killing only zone. The entire point was to make the island into the outsider paradise we all seem to intend for it to become.&lt;br /&gt;
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+ No consumption of alcohol to excess on the Isle&lt;br /&gt;
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Come on, you can't be serious. I can only interpret this as discriminatory against pirates in general and I ask that it be stricken as such.&lt;br /&gt;
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+ No Littering&lt;br /&gt;
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The minute you can find our littering is the minute you can complain about it. We hide it good.&lt;br /&gt;
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+ No using the island as a base for pirate raids&lt;br /&gt;
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I am first going to point out that at no time has the Scurvy Crew been a proponent of indiscriminate violence towards outsiders. We have also never held a raid against an outsider camp. The possibility of using the island as a base for raids is also unlikely given its distance from any village. It's at least several days trek to the nearest native village. The absence of any shaman or a hut also excludes the island from being used to support a raid in that way. At best it might serve as a navigational point directing traffic towards another location, and I fail to see the offense in that.&lt;br /&gt;
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+ No renaming the island&lt;br /&gt;
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Given any clan's dubious claim of exclusive ownership it seems unfair that all clans and classes be asked to relent to another's name for a place. A similar situation presents itself with the shipwreck. Sure it would be great for us if everyone started referring to it as &amp;quot;The Hell-Born Strumpet&amp;quot; but we're certainly not going to try to enforce such a ridiculous aim. Going to war over naming rights is an act that's completely out of proportion to the imagined offense. Any significant geographical point in the world has a half a dozen names at least. My example would be calling Scotland &amp;quot;[http://en.wikipedia.org/wiki/Caledonia Caledonia],&amp;quot; &amp;quot;the Highlands&amp;quot; or whatever. Why should the largest island surrounding Shartak be any different? If anything it adds to the mythos of the place (which is already pretty crazy-go-nuts with the story written in the sand all around the place). What could be more fitting for an island that has the potential to be an outsider paradise? &lt;br /&gt;
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Now for the most important point of contention. As I said above, at no point has the Scurvy Crew been directed to assault outsiders. The original New Tortuga declaration continued this policy. There have been reports, however, that Scurvy Crew members have been pked by Royal Expedition members and other outsiders on the island. I would ask that the Royal Expedition reestablish the rule of law among its own members and reaffirm its policy of welcoming guests to the island. If specific evidence of unprovoked attacks by Scurvy Crew members is produced the parties concerned will be disciplined according to the precedent set by The Case of Mr. Badhammer. I would ask that the Royal Expedition agree to do the same.&lt;br /&gt;
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I had planned to go to Dalpok with The Jolly Roger Gang for their raid, but instead I'm coming back to New Tortuga, Shark Island, Discordia (sp? not sure if that's what they call it) with hopes that this visit will be met in good faith.&lt;br /&gt;
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There, that's the end of my overly formal The Godfather boardroom scene impression. I hope to hear back from you soon.  [[User:Tyler Whitney|Tyler Whitney]] 17:42, 4 September 2006 (UTC)&lt;br /&gt;
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== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
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What follows below is the Ship's Surgeon's attempts to mediate in the Captain's absence.&lt;br /&gt;
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I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
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The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
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I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
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Maybe I thrased that statement wrong. We do not want the Island, we want hunting rights for it. How does that sound? '''Captain Dan'''&lt;br /&gt;
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Here's a first draft of the local laws for the island, violation of which will be punishable by death and exile:&lt;br /&gt;
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+ any civilian allowed onto the Island, so long as they dont go on some sort of mad tree-felling ramage like that G3N fellow does&lt;br /&gt;
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+ no person or group other than the RE to claim control or sovreignity over the isle, unless they want a war&lt;br /&gt;
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+ no person or group to attack RE members or civilians, unless they want a war&lt;br /&gt;
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+ no consumption of alcohol on the isle&lt;br /&gt;
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+ no littering&lt;br /&gt;
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+ no using the island as a base for pirate raids&lt;br /&gt;
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+ no renaming the island, dammit&lt;br /&gt;
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These aren't yet finalised, but let us know what you think. -- [[User:Gitboy|Less Than Lethal]] 21:27, 22 August 2006 (UTC)&lt;br /&gt;
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No way in all of Shartak ill we stop drinking! I'm not one for rum, but the others, well... They seem in order. Gandhi killed me on my first visit to the isle. I would like to know why. Here are our rules:&lt;br /&gt;
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+ kill any of us and blood will fly~(self defense is ok, but the offender will not recieve punisment from us if you kill them.)&lt;br /&gt;
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+You pronounce that the isle is a hunting preservation for the peoples of Shartak.&lt;br /&gt;
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+WE CAN DRINK RUM!!!!&lt;br /&gt;
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Other then that, fine! Please contact my Captain( Tyler Whitney) with the final draft. I can not stop the Crew from killin yet. To make sure of this, you have to contact the Captain. I can't get hold of him recently. '''Captain Dan'''&lt;br /&gt;
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As to the reason I killed you: when you arrived on the Isle you destroyed the sign at the no violence zone, a symbolic gesture I did not take lightly.  In regards to your new rules:&lt;br /&gt;
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*The Royal Expedition wishes the Western Isle to be free to all citizens of Shartak; therefore, designating the Island as a hunting preserve would discourage access to it and promote unhealthy aggression.&lt;br /&gt;
*The first-strike clause I find perfectly acceptable&lt;br /&gt;
*We all enjoy a little fine wine in the evenings; however, drinking to excess is entirely of another matter.&lt;br /&gt;
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In its revised form, out rules stand as:&lt;br /&gt;
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+ All civilians shall be allowed onto the Island, except those who engage in deforestation and environmentally destructive activities.&lt;br /&gt;
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+ No person or group other than the RE shall claim control or sovereignty over the Isle, unless they want a war&lt;br /&gt;
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+ No person or group to attack RE members or civilians, unless they want a war (This clause has been amended to include members of the Scurvy Crew and other groups)&lt;br /&gt;
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+ No consumption of alcohol to excess on the Isle&lt;br /&gt;
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+ No using the island as a base for pirate raids&lt;br /&gt;
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+ No renaming the island (this includes &amp;quot;New Tortuga&amp;quot;)&lt;br /&gt;
[[User:Gandhi|Gandhi]] 13:39, 23 August 2006 (UTC)&lt;br /&gt;
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Neither me, you or the Captain can stop them from drinking. I myself perfere a mix of mango and leman juices(keeps me alert.) New Tortuga was the name of our operation and the island shall be known to the masses as &amp;quot;Shark Island&amp;quot;, but too us as Tortuga. I have tried to convince the crew that we should not fight, but... This is not a threat, don't think of it as that. Consider this a discouragment to war: We outnumber. We are stronger. We would win. And, if the Captain orders, these negotiations will have been for nothing. If he wants the isle, I will me at the front of the charge. But hopefully it won't come to that. As I said, try to contact the Captain. And by the way, I meant no personally offense to your group by the destruction of the sign. Mere sword practice. '''Captain Dan'''&lt;br /&gt;
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*Your threats do not amuse us &amp;quot;Captain&amp;quot;. You're only level 21 and yet you're still the 2nd in command so I hardly see how you're pirate crew can be &amp;quot;stronger&amp;quot; then us. As for the outnumbering part, if you cannot control your crew then what guarantees are there that they'll even show up at the right island? These two factors combined lead me to believe that you wouldn't win any engagement with the RE. We don't want to fight you and you don't want to fight us. Go raid native villages instead. There's nothing for you to do on the island anyways. No hidden treasure, no hidden booze, no hidden weapons, and no magical animals to hunt. I repeat that the island is open to all. I don't quite understand what it is that you pirates want but I think you're just itching for an excuse to fight. If that be so then take your fight elsewhere because we're not interested in war. --[[User:One of many doctors|One of many doctors]] 21:17, 25 August 2006 (UTC)&lt;br /&gt;
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== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
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== Notice  ==&lt;br /&gt;
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'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
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The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
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That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
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The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;br /&gt;
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== Hospital ==&lt;br /&gt;
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Members of the Royal Expedition,&lt;br /&gt;
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As you are the operators of the only Outsider hospital, I have a question for you.  My scientist character, James Barnes, will shortly be opening a hospital in Derby as part of his efforts to bring order to that settlement.  Do you have any suggestions for success? I was considering posting a sign and writing notices on huts in Derby.  What are your experiences? [[User: Black Joe|Black Joe]]&lt;br /&gt;
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:Unfortunately fugitives will attempt to hide in your hospital and there may be occasional murders while you're logged out. Try to keep a steady stock of FAKs and get the Advanced Triage skill so you can see who needs help the most. Don't be afraid to close down operations for restocking if need be. Best of luck to you Black Joe. --[[User:One of many doctors|One of many doctors]] 01:34, 8 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=9975</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=9975"/>
		<updated>2006-09-08T01:30:51Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Trading */&lt;/p&gt;
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&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
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Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
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Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
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== Example ==&lt;br /&gt;
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Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
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To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
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 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
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{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
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== Possible Bugs ==&lt;br /&gt;
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=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
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===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
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:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
::No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
===No apparent distinction in age of tracks===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:06, 12 July 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:Jackel|Jackel]]|&lt;br /&gt;
bug_status=new | &lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=My character has the tracking tree maxed out for a while. Every single track he finds says it was left &amp;quot;a long time ago&amp;quot;. Today I logged off standing on a square with another player, returning about an hour later to find that player gone. My track search showed that he left, you guessed it, &amp;quot;a long time ago&amp;quot;. After an hour!!?? Whether this is a bug or not, the way the system determines the age of tracks should be a lot more granular. Hour-old tracks should not seem to be left &amp;quot;a long time ago&amp;quot; to a master tracker...|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Combat in Trader's Hut===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:16, 4 August 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with.  Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Item 1 - cutlass should now appear straight away. - Fixed.&lt;br /&gt;
* Item 2 - killing guard dog makes trader forget? Are you sure? --[[User:Simon|Simon]] 01:01, 5 August 2006 (UTC)&lt;br /&gt;
:: Hmm, that's what seemed to happen.  I'll try again, as soon as a trader with a living dog becomes bored with me.--[[User:Frisco|Frisco]] 16:50, 9 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=00:24, 7 September 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:&lt;br /&gt;
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, &amp;quot;Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem&amp;quot;''&lt;br /&gt;
When I try to trade gems for gold coins he says:&lt;br /&gt;
You ask to trade your gems for his gold coins.&lt;br /&gt;
:''Trader Harry makes you an offer, &amp;quot;I'll give you '''four''' gold coins for a gem&amp;quot;''&lt;br /&gt;
|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Are you a new/old trader, is he happy to see you or bored with your presence in his store? Are you using a native character? Either of these conditions could result in over the top price differences, or it could just be a bug! --[[User:Simon|Simon]] 15:41, 7 September 2006 (UTC)&lt;br /&gt;
:Probably old Outsider. He keeps saying something about how there's an entire island to explore, but I don't see how that can account for a 850% price difference. --[[User:One of many doctors|One of many doctors]] 01:30, 8 September 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=9940</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=9940"/>
		<updated>2006-09-07T00:24:24Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for adding reports of possible bugs. Once the bug has been confirmed, it can be moved into the Known Bugs section.&lt;br /&gt;
&lt;br /&gt;
Before reporting a bug, you might want to check [[Bugs:Not|Not Bugs]] just in case it's actually not a bug.&lt;br /&gt;
&lt;br /&gt;
Bugs that have been resolved and older than a week, can be found at [[Bugs:Fixed]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Use a simple, sensible bug title. Provide information about your browser, operating system, character class, and location terrain if necessary.&lt;br /&gt;
&lt;br /&gt;
To use the template, enter the following, but replace '''emboldened text''' with text appropriate to your bug report:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;'''Bug Title'''&amp;lt;nowiki&amp;gt;===&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{bugreport&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_time=&amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_author=&amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt;|&lt;br /&gt;
 bug_status='''new / fixed / not a bug'''|&lt;br /&gt;
 bug_severity='''low / med / high / critical'''|&lt;br /&gt;
 bug_description='''Full description. Check spelling and be descriptive.'''|&lt;br /&gt;
 bug_comments=&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 '''Comment here'''&lt;br /&gt;
 &amp;amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=10 align=right&lt;br /&gt;
| __TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Possible Bugs ==&lt;br /&gt;
&lt;br /&gt;
=== Not able to attack animals ===&lt;br /&gt;
I'm at [-70.358,+26.343. There's a large deer here yet I don't have the option of attacking it. For some reason it's giving me the option of speaking to it. Says &amp;quot;Jungle&lt;br /&gt;
A number of small trees here aren't that much taller than the heavy undergrowth.&amp;quot; --[[User:One of many doctors|One of many doctors]] 03:00, 19 March 2006 (GMT)&lt;br /&gt;
*Never mind. I travelled a few squares then came back and it gave me the attack option.--[[User:One of many doctors|One of many doctors]] 03:02, 19 March 2006 (GMT)&lt;br /&gt;
* Very odd, never heard of that happening before. Bugs like this would be pretty much impossible to track down unless I'm able to check the database at the time at which it happens. If it happens again, you could try letting me know over instant messaging before you move. Contact info on my user page. --[[User:Simon|Simon]] 09:35, 19 March 2006 (GMT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Banshee Wail village annihilation===&lt;br /&gt;
Not sure if this is a bug, or perhaps just bad luck, but for the past several days in York, the Pirate Ship, and Dalpok, every time I log back in to Shartak I have a screenful (or 3) of Banshee Wails, have lost a bunch of hit points, and have seen others around me keel over dead. From the timestamps it looks like you can send out 5 Wails per minute; sometimes I see 50 Wails in a row. None of my characters have Sixth Sense, so I don't know how many wailers are around -- maybe some new people are just testing the skill? If people are harvesting XP in a crowded village, though, it's probably not going to stop, and in fact will get far worse as more than just a handful of players learn how to wail. (Are the villages becoming ghost towns?) Thanks! --[[User:Tycho44|Tycho44]] 16:59, 30 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:Logged on again, found another example:&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Since your last move:&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
Archibald turns white as a sheet, and keels over dead. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 12:29)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a haunting scream coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Frederick turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
bobblehat turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:44)&lt;br /&gt;
Sprocket turns white as a sheet, and keels over dead. (2006-04-30 15:44)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you, and lose 4 HP from fear. You die of fright. (2006-04-30 15:45)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-04-30 15:46)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:57)&lt;br /&gt;
Brock Sampson turns white as a sheet, and keels over dead. (2006-05-01 05:57)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
You hear a banshee wail coming from all around you. (2006-05-01 05:58)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
--[[User:Tycho44|Tycho44]] 07:16, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Banshee Wail is a 1AP activity, so you can do 72 every 24 hours. That's extremely nasty. [[User:MorkaisChosen|MorkaisChosen]] 09:41, 1 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
* Not unless you're only being heard by 1 person (or unless I've broken the code that calculates AP usage). Perhaps it should be considered an attack similar to using a weapon, and thus have a percentage chance of actually wailing/shrieking? It sounded like a good idea and not too powerful when I was working on it, but maybe my maths was off. --[[User:Simon|Simon]] 15:59, 1 May 2006 (BST)&lt;br /&gt;
:* One problem with Ghosting is that it is stealthed and shielded - the wailer is invisible and invulnerable to new players. The most recent two characters that I created started out their lives (deaths) with a massive spam attack of unexplained banshee wails while sleeping in a hut in my own home town. That can't be encouraging for new players joining Shartak, who expect some plausible safety. Usually game mechanics counterbalance invisible strikes by reducing fire-rate and damage, but banshee wail combines invisibility with higher damage and larger area-of-effect. From the outside, it looks like a sniper rifle that autofires grenades. But I don't have the skill, so this is just from my anecdotal experience. In my opinion, banshee wail should not affect the inside of town huts or the shipwreck. --[[User:Tycho44|Tycho44]] 20:49, 1 May 2006 (BST)&lt;br /&gt;
::*That said, shouldn't a spiteful, vengeful spirit be considerably powerful? This is why I am trying to make an [[Talk:Suggestions#Exorcism|Exorcism suggestion]]. I haven't heard enough from the other users yet, though. I've only heard from about two people.--[[User:Wifey|Wifey]] 21:39, 12 May 2006 (BST)&lt;br /&gt;
:::*Well, except that every player who dies becomes a spirit, whether or not they are spiteful and vengeful. If the motivation for banshee wail were related to revenance and vengeful dead, one would think that the wail would only harm your killer, or would only be usable by someone murdered in unusual circumstances. That said, current changes seemed to have cleaned up the spamming problem... --[[User:Tycho44|Tycho44]] 08:31, 13 May 2006 (BST)&lt;br /&gt;
::::*This is actually leading to spirits camping around things like medical and ammo huts with no way for a player to deal with it. This has basicly become a skill that allows you to sit at important places, harvest xp, and there is nothing anyone can do about it. --[[User:Shosuro|Shosuro]]&lt;br /&gt;
:Yep, large groups of spirits are still camping certain game locations. Is the new Seance going to allow corporeals to disrupt spirit-campers? --[[User:Tycho44|Tycho44]] 04:04, 2 June 2006 (BST)&lt;br /&gt;
::No, at the moment Seance gets you the ability to identify passive spirits (the ones who just hang around not wailing or anything). --[[User:Simon|Simon]] 22:26, 14 June 2006 (BST)&lt;br /&gt;
----&lt;br /&gt;
===No apparent distinction in age of tracks===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=18:06, 12 July 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:Jackel|Jackel]]|&lt;br /&gt;
bug_status=new | &lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=My character has the tracking tree maxed out for a while. Every single track he finds says it was left &amp;quot;a long time ago&amp;quot;. Today I logged off standing on a square with another player, returning about an hour later to find that player gone. My track search showed that he left, you guessed it, &amp;quot;a long time ago&amp;quot;. After an hour!!?? Whether this is a bug or not, the way the system determines the age of tracks should be a lot more granular. Hour-old tracks should not seem to be left &amp;quot;a long time ago&amp;quot; to a master tracker...|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Should be fixed. Was a bug recently introduced. --[[User:Simon|Simon]] 18:41, 16 July 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Combat in Trader's Hut===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=22:16, 4 August 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=Couple minor nits - immediately after trading for a cutlass, the cutlass isn't available to attack with, have to click refresh once, then it is available to attack with.  Also, after guard dog has been killed, the trader sees me as a new face in the hut - has grief wiped his memory?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Item 1 - cutlass should now appear straight away. - Fixed.&lt;br /&gt;
* Item 2 - killing guard dog makes trader forget? Are you sure? --[[User:Simon|Simon]] 01:01, 5 August 2006 (UTC)&lt;br /&gt;
:: Hmm, that's what seemed to happen.  I'll try again, as soon as a trader with a living dog becomes bored with me.--[[User:Frisco|Frisco]] 16:50, 9 August 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Trading===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=00:24, 7 September 2006 (UTC)|&lt;br /&gt;
bug_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I'm at trader Harry's hut in York and decide to trade gold coins for gems. He says:&lt;br /&gt;
:''You ask to trade your gold coins for his gems. Trader Harry makes you an offer, &amp;quot;Gems are in short supply so I want more than the usual price. I want '''thirty four''' gold coins for a gem&amp;quot;''&lt;br /&gt;
When I try to trade gems for gold coins he says:&lt;br /&gt;
You ask to trade your gems for his gold coins.&lt;br /&gt;
:''Trader Harry makes you an offer, &amp;quot;I'll give you '''four''' gold coins for a gem&amp;quot;''&lt;br /&gt;
|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Comment here&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=9680</id>
		<title>RE field hospital</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=9680"/>
		<updated>2006-08-29T20:01:41Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== '''Currently closed due restocking of supplies''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Located at [-70.366,+26.319] North-East [[York]], the '''[[RE]] field hospital''' is open to all Outsiders (even [[Discordian Cargo Cult]] members as long as they don't attack). Healing is free but charitable donations are always welcomed. Service is on a first come first serve basis and supplies are currently limited.&lt;br /&gt;
&lt;br /&gt;
Please note that although the [[RE]] operates this hospital the group is not devoted entirely to these endevours. Some of our operations may be more clandestine or millitary in nature.&lt;br /&gt;
&lt;br /&gt;
===EMS Services===&lt;br /&gt;
Although we are not currently offering an EMS service, we do recommend that you join a large group if unable to reach the hospital and in need medical attention.  Patrols are done daily by dedicated volunteers who usually check out groups of 3+ or notable locations (Medical hut, Trader's Tavern, etcetera).&lt;br /&gt;
&lt;br /&gt;
===Expansion plans===&lt;br /&gt;
We are always on the lookout for aspiring doctors in [[Durham]] and [[Derby]]. Please contact us at our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9679</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9679"/>
		<updated>2006-08-29T19:59:57Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
official_id=8|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Royal Expedition logo.png|300px]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=A democratically elected, publicly accountable senate, on behalf of HM the Queen|&lt;br /&gt;
clan_membership= +18|&lt;br /&gt;
clan_goals=Bringing civilisation and the rule of the Crown to this barbarian land|&lt;br /&gt;
clan_recruit=Post on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum]|&lt;br /&gt;
clan_contact=[http://s9.invisionfree.com/Royal_Expedition/index.php Via our Forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' is the longest-running clan in [http://www.shartak.com Shartak].&lt;br /&gt;
&lt;br /&gt;
We aim to spread the benefits of civilisation and the protection of the Crown across this new land, and build a colony worthy of Her Majesty.  God Save The Queen!&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you're interested in joining then post your details on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum].&lt;br /&gt;
&lt;br /&gt;
===Senate Members===&lt;br /&gt;
{{profile|878|Gandhi}}, Minister of Intelligence&lt;br /&gt;
&lt;br /&gt;
{{profile|669|Jones Dye}}, Minister of Science and Exploration&lt;br /&gt;
&lt;br /&gt;
{{profile|771|Less Than Lethal}}, Minister of Military Affairs&lt;br /&gt;
&lt;br /&gt;
===Active Members===&lt;br /&gt;
'''Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|647|Morgan Freelance}}, discoverer of [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
{{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''Non-Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
{{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
{{profile|713|Grigoriy}}&lt;br /&gt;
&lt;br /&gt;
{{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
{{profile|547|Urban Me}}&lt;br /&gt;
&lt;br /&gt;
===Probationary Members===&lt;br /&gt;
''(inquire for more details)''&lt;br /&gt;
&lt;br /&gt;
{{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
{{profile|447|Otis the Red}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Shark Island===&lt;br /&gt;
[[Shark Island]] is a small island off the west coast of Shartak, and was claimed by {{profile|647|Morgan Freelance}} for the expedition on the 26th of February, 2006.  The island is used as a base and staging post by the Expedition.  However, the dastardly [[Discordian Cargo Cult]] also claim the island as theirs, and a bitter war rages across the island as a result of this.  Although we remain in control of the island, this fighting nessecitates frequent patrols and skirmishes to maintain the influence of the Crown.&lt;br /&gt;
&lt;br /&gt;
To avoid the escalation of hostilities and the destabilising effect this would have on the colonisation of Shartak, the two sides have agreed to confine the conflict to Shark Island, and not attack each other on the mainland.&lt;br /&gt;
&lt;br /&gt;
Currently, negotiations regarding the future of Shark Island are underway.  A no-violence zone has been established and clearly marked at [-70.547,+26.414], to allow foreign diplomats and ambassadors to stay on the island.&lt;br /&gt;
&lt;br /&gt;
===Field Hospital===&lt;br /&gt;
The [[RE field hospital|Field Hospital]] in [[York]] offers free healing to all who need it, to aid the spread of civilisation across this dangerous and untamed land.&lt;br /&gt;
&lt;br /&gt;
===Derby North Road===&lt;br /&gt;
The first road to be cleared on the island, the highway ran north from [[Derby]] and then turned west towards [[Wiksik]].  Forged by a small team of heroic Expeditionaries with the help of several civilians, the road reached Wiksik but then ground to a halt as the brave men came under attack from local headhunters.  The maintenance of the road is now the responsibility of the [[Civilized Highway Society]], who have incoporated it into their island-wide road network as the Wiksik-Derby Highway.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
===August 2006===&lt;br /&gt;
'''26th''' - A no-violence zone has been set up on [[Shark Island]] at [-70.547,+26.414], to allow peacable negotiations between the Royal Expedition, the [[Discordian Cargo Cult]], and [[the Scurvy Crew of The Hell-born Strumpet]].&lt;br /&gt;
&lt;br /&gt;
=== July 2006 ===&lt;br /&gt;
'''13th''' - [[RE field hospital|Field Hospital]] established in [[York]]&lt;br /&gt;
&lt;br /&gt;
=== June 2006 ===&lt;br /&gt;
'''10th''' - The senate votes to join the [[Identify Friend or Foe]] Initiative (5 votes to 2)&lt;br /&gt;
&lt;br /&gt;
'''8th''' - Following debate in the senate, a truce on Shark Island is proposed to {{profile|1122|Eris}}, leader of the [[Discordian Cargo Cult|DCC]], but is violently rejected&lt;br /&gt;
&lt;br /&gt;
'''5th''' - New member, {{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
=== May 2006 ===&lt;br /&gt;
'''30th''' - New member, {{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
'''24th''' - Clan offically established [http://www.shartak.com/clanview.cgi?id=8 ingame]&lt;br /&gt;
&lt;br /&gt;
'''18th''' - [[#Bill 2|Bill 2]] is rejected by the senate (3 votes to 1)&lt;br /&gt;
&lt;br /&gt;
'''11th''' - [[#Bill 1|Bill 1]] passes unanimously (4 votes to 0).  [[#Bill 2|Bill 2]] (Identity Protection) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
'''4th''' - [[#Bill 1|Bill 1]] (Full Individual Membership in the Royal Expedition) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
=== April 2006 ===&lt;br /&gt;
'''29th''' - [[Discordian Cargo Cult]]ist {{profile|601|Oulatek}} [http://wiki.shartak.com/index.php/Image:Evidence.jpg brutally murders] {{profile|647|Morgan Freelance}}, precipitating the [[#Shark Island|Shark Island Civil War]]&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New members, {{profile|669|Jones Dye}} and {{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
'''16th''' - New member, {{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
'''13th''' - [[Shark Island]] clearly [http://wiki.shartak.com/index.php/Image:Regraf.PNG marked] as ours&lt;br /&gt;
&lt;br /&gt;
'''7th''' - The [[Discordian Cargo Cult]] lay claim to [[Shark Island]], threatening to kill any RE members on the isle who do not join their ranks&lt;br /&gt;
&lt;br /&gt;
=== March 2006 ===&lt;br /&gt;
'''30th''' - [http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New member, {{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
'''18th''' - New member, {{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
'''12th''' - New provisional member, {{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
'''6th'''  - New member, {{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''3rd'''  - New member, {{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
===February 2006===&lt;br /&gt;
'''26th''' - [[Shark Island]] claimed for the Expedition and the Crown by {{profile|647|Morgan Freelance}}&lt;br /&gt;
&lt;br /&gt;
'''22nd''' - {{profile|647|Morgan Freelance}} sets out on the first ever expedition to [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules and Laws==&lt;br /&gt;
The following are bills that have been debated and voted on by the members of the expedition, and form the rules and guidelines by which the clan operates.  All new bills must pass before the senate, so that the clan develops in a fully democratic fashion to reflect the desires of all our members.&lt;br /&gt;
&lt;br /&gt;
===Bill 1===&lt;br /&gt;
'''Full Individual Membership in the Royal Expedition'''&lt;br /&gt;
&lt;br /&gt;
* To join the clan, players must have an Outsider character (not including pirates)&lt;br /&gt;
* Members cannot be a member of any group which is in conflict with the Royal Expedition&lt;br /&gt;
* Members must swear not to kill other outsiders, except in self-defense, or on the orders of a Captain.&lt;br /&gt;
* Possesion of a Native account is acceptable as long as clause 1 and 2 are respected&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 4th May 2006, underwent two major revisions, and was passed on the 11th May 2006 by 4 votes to 0.&lt;br /&gt;
&lt;br /&gt;
''Amendment 1''&lt;br /&gt;
&lt;br /&gt;
* All prospective members of the Royal Expedition must be judged to be of Good Moral Character by the senate before their application is accepted.&lt;br /&gt;
&lt;br /&gt;
This amendment was proposed to the senate on the 23rd July 2006 following a suspected plot to infiltrate the Expedition and thus capture [[Shark Island]].  The bill was passed on the 15th August 2006 by 6 votes to 0.&lt;br /&gt;
&lt;br /&gt;
===Bill 2===&lt;br /&gt;
'''Identity Protection'''&lt;br /&gt;
&lt;br /&gt;
''Please note that this bill was rejected by the Senate, and is recorded here simply for historical reasons.''&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise instructed, full members will have their names removed from the wiki list to protect their identities and not publicly publish our member list&lt;br /&gt;
*There will be a quick contact list on the wiki with the IMs of the foreign affairs and/or the public sercurity departments&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 11th May 2006, and was rejected on the 18th May 2006 by 3 votes to 1.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9622</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9622"/>
		<updated>2006-08-25T21:17:30Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* The Scurvy Crew Of the Hell Born Strumpet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Maybe I thrased that statement wrong. We do not want the Island, we want hunting rights for it. How does that sound? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Here's a first draft of the local laws for the island, violation of which will be punishable by death and exile:&lt;br /&gt;
&lt;br /&gt;
+ any civilian allowed onto the Island, so long as they dont go on some sort of mad tree-felling ramage like that G3N fellow does&lt;br /&gt;
&lt;br /&gt;
+ no person or group other than the RE to claim control or sovreignity over the isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no person or group to attack RE members or civilians, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no consumption of alcohol on the isle&lt;br /&gt;
&lt;br /&gt;
+ no littering&lt;br /&gt;
&lt;br /&gt;
+ no using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ no renaming the island, dammit&lt;br /&gt;
&lt;br /&gt;
These aren't yet finalised, but let us know what you think. -- [[User:Gitboy|Less Than Lethal]] 21:27, 22 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No way in all of Shartak ill we stop drinking! I'm not one for rum, but the others, well... They seem in order. Gandhi killed me on my first visit to the isle. I would like to know why. Here are our rules:&lt;br /&gt;
&lt;br /&gt;
+ kill any of us and blood will fly~(self defense is ok, but the offender will not recieve punisment from us if you kill them.)&lt;br /&gt;
&lt;br /&gt;
+You pronounce that the isle is a hunting preservation for the peoples of Shartak.&lt;br /&gt;
&lt;br /&gt;
+WE CAN DRINK RUM!!!!&lt;br /&gt;
&lt;br /&gt;
Other then that, fine! Please contact my Captain( Tyler Whitney) with the final draft. I can not stop the Crew from killin yet. To make sure of this, you have to contact the Captain. I can't get hold of him recently. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As to the reason I killed you: when you arrived on the Isle you destroyed the sign at the no violence zone, a symbolic gesture I did not take lightly.  In regards to your new rules:&lt;br /&gt;
&lt;br /&gt;
*The Royal Expedition wishes the Western Isle to be free to all citizens of Shartak; therefore, designating the Island as a hunting preserve would discourage access to it and promote unhealthy aggression.&lt;br /&gt;
*The first-strike clause I find perfectly acceptable&lt;br /&gt;
*We all enjoy a little fine wine in the evenings; however, drinking to excess is entirely of another matter.&lt;br /&gt;
&lt;br /&gt;
In its revised form, out rules stand as:&lt;br /&gt;
&lt;br /&gt;
+ All civilians shall be allowed onto the Island, except those who engage in deforestation and environmentally destructive activities.&lt;br /&gt;
&lt;br /&gt;
+ No person or group other than the RE shall claim control or sovereignty over the Isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ No person or group to attack RE members or civilians, unless they want a war (This clause has been amended to include members of the Scurvy Crew and other groups)&lt;br /&gt;
&lt;br /&gt;
+ No consumption of alcohol to excess on the Isle&lt;br /&gt;
&lt;br /&gt;
+ No using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ No renaming the island (this includes &amp;quot;New Tortuga&amp;quot;)&lt;br /&gt;
[[User:Gandhi|Gandhi]] 13:39, 23 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Neither me, you or the Captain can stop them from drinking. I myself perfere a mix of mango and leman juices(keeps me alert.) New Tortuga was the name of our operation and the island shall be known to the masses as &amp;quot;Shark Island&amp;quot;, but too us as Tortuga. I have tried to convince the crew that we should not fight, but... This is not a threat, don't think of it as that. Consider this a discouragment to war: We outnumber. We are stronger. We would win. And, if the Captain orders, these negotiations will have been for nothing. If he wants the isle, I will me at the front of the charge. But hopefully it won't come to that. As I said, try to contact the Captain. And by the way, I meant no personally offense to your group by the destruction of the sign. Mere sword practice. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
*Your threats do not amuse us &amp;quot;Captain&amp;quot;. You're only level 21 and yet you're still the 2nd in command so I hardly see how you're pirate crew can be &amp;quot;stronger&amp;quot; then us. As for the outnumbering part, if you cannot control your crew then what guarantees are there that they'll even show up at the right island? These two factors combined lead me to believe that you wouldn't win any engagement with the RE. We don't want to fight you and you don't want to fight us. Go raid native villages instead. There's nothing for you to do on the island anyways. No hidden treasure, no hidden booze, no hidden weapons, and no magical animals to hunt. I repeat that the island is open to all. I don't quite understand what it is that you pirates want but I think you're just itching for an excuse to fight. If that be so then take your fight elsewhere because we're not interested in war. --[[User:One of many doctors|One of many doctors]] 21:17, 25 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9610</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9610"/>
		<updated>2006-08-24T18:05:21Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
official_id=8|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Royal Expedition logo.png|300px]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=A democratically elected, publicly accountable senate, on behalf of HM the Queen|&lt;br /&gt;
clan_membership=Sweet +18|&lt;br /&gt;
clan_goals=Bringing civilisation and the rule of the Crown to this barbarian land|&lt;br /&gt;
clan_recruit=Post on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum]|&lt;br /&gt;
clan_contact=[http://s9.invisionfree.com/Royal_Expedition/index.php Via our Forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' is the longest-running clan in [http://www.shartak.com Shartak].&lt;br /&gt;
&lt;br /&gt;
We aim to spread the benefits of civilisation and the protection of the Crown across this new land, and build a colony worthy of Her Majesty.  God Save The Queen!&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you're interested in joining then post your details on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum].&lt;br /&gt;
&lt;br /&gt;
===Senate Members===&lt;br /&gt;
{{profile|878|Gandhi}}, Minister of Intelligence&lt;br /&gt;
&lt;br /&gt;
{{profile|669|Jones Dye}}, Minister of Science and Exploration&lt;br /&gt;
&lt;br /&gt;
{{profile|771|Less Than Lethal}}, Minister of Military Affairs&lt;br /&gt;
&lt;br /&gt;
===Active Members===&lt;br /&gt;
'''Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|647|Morgan Freelance}}, discoverer of [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
{{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''Non-Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
{{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
{{profile|713|Grigoriy}}&lt;br /&gt;
&lt;br /&gt;
{{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
{{profile|547|Urban Me}}&lt;br /&gt;
&lt;br /&gt;
===Probationary Members===&lt;br /&gt;
''(inquire for more details)''&lt;br /&gt;
&lt;br /&gt;
{{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
{{profile|447|Otis the Red}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Shark Island===&lt;br /&gt;
[[Shark Island]] is a small island off the west coast of Shartak, and was claimed by {{profile|647|Morgan Freelance}} for the expedition on the 26th of February, 2006.  The island is used as a base and staging post by the Expedition.  However, the dastardly [[Discordian Cargo Cult]] also claim the island as theirs, and a bitter war rages across the island as a result of this.  Although we remain in control of the island, this fighting nessecitates frequent patrols and skirmishes to maintain the influence of the Crown.&lt;br /&gt;
&lt;br /&gt;
To avoid the escalation of hostilities and the destabilising effect this would have on the colonisation of Shartak, the two sides have agreed to confine the conflict to Shark Island, and not attack each other on the mainland.&lt;br /&gt;
&lt;br /&gt;
===Field Hospital===&lt;br /&gt;
The [[RE field hospital|Field Hospital]] in York offers free healing to all who need it, to aid the spread of civilisation across this dangerous and untamed land.&lt;br /&gt;
&lt;br /&gt;
===Derby North Road===&lt;br /&gt;
The first road to be cleared on the island, the highway ran north from [[Derby]] and then turned west towards [[Wiksik]].  Forged by a small team of heroic Expeditionaries with the help of several civilians, the road reached Wiksik but then ground to a halt as the brave men came under attack from local headhunters.  The maintenance of the road is now the responsibility of the [[Civilized Highway Society]], who have incoporated it into their island-wide road network as the Wiksik-Derby Highway.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== July 2006 ===&lt;br /&gt;
'''13th''' - [[RE field hospital|Field Hospital]] established in [[York]]&lt;br /&gt;
&lt;br /&gt;
=== June 2006 ===&lt;br /&gt;
'''10th''' - The senate votes to join the [[Identify Friend or Foe]] Initiative (5 votes to 2)&lt;br /&gt;
&lt;br /&gt;
'''8th''' - Following debate in the senate, a truce on Shark Island is proposed to {{profile|1122|Eris}}, leader of the [[Discordian Cargo Cult|DCC]], but is violently rejected&lt;br /&gt;
&lt;br /&gt;
'''5th''' - New member, {{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
=== May 2006 ===&lt;br /&gt;
'''30th''' - New member, {{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
'''24th''' - Clan offically established [http://www.shartak.com/clanview.cgi?id=8 ingame]&lt;br /&gt;
&lt;br /&gt;
'''18th''' - [[#Bill 2|Bill 2]] is rejected by the senate (3 votes to 1)&lt;br /&gt;
&lt;br /&gt;
'''11th''' - [[#Bill 1|Bill 1]] passes unanimously (4 votes to 0).  [[#Bill 2|Bill 2]] (Identity Protection) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
'''4th''' - [[#Bill 1|Bill 1]] (Full Individual Membership in the Royal Expedition) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
=== April 2006 ===&lt;br /&gt;
'''29th''' - [[Discordian Cargo Cult]]ist {{profile|601|Oulatek}} [http://wiki.shartak.com/index.php/Image:Evidence.jpg brutally murders] {{profile|647|Morgan Freelance}}, precipitating the [[#Shark Island|Shark Island Civil War]]&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New members, {{profile|669|Jones Dye}} and {{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
'''16th''' - New member, {{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
'''13th''' - [[Shark Island]] clearly [http://wiki.shartak.com/index.php/Image:Regraf.PNG marked] as ours&lt;br /&gt;
&lt;br /&gt;
'''7th''' - The [[Discordian Cargo Cult]] lay claim to [[Shark Island]], threatening to kill any RE members on the isle who do not join their ranks&lt;br /&gt;
&lt;br /&gt;
=== March 2006 ===&lt;br /&gt;
'''30th''' - [http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New member, {{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
'''18th''' - New member, {{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
'''12th''' - New provisional member, {{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
'''6th'''  - New member, {{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''3rd'''  - New member, {{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
===February 2006===&lt;br /&gt;
'''26th''' - [[Shark Island]] claimed for the Expedition and the Crown by {{profile|647|Morgan Freelance}}&lt;br /&gt;
&lt;br /&gt;
'''22nd''' - {{profile|647|Morgan Freelance}} sets out on the first ever expedition to [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules and Laws==&lt;br /&gt;
The following are bills that have been debated and voted on by the members of the expedition, and form the rules and guidelines by which the clan operates.  All new bills must pass before the senate, so that the clan develops in a fully democratic fashion to reflect the desires of all our members.&lt;br /&gt;
&lt;br /&gt;
===Bill 1===&lt;br /&gt;
'''Full Individual Membership in the Royal Expedition'''&lt;br /&gt;
&lt;br /&gt;
* To join the clan, players must have an Outsider character (not including pirates)&lt;br /&gt;
* Members cannot be a member of any group which is in conflict with the Royal Expedition&lt;br /&gt;
* Members must swear not to kill other outsiders, except in self-defense, or on the orders of a Captain.&lt;br /&gt;
* Possesion of a Native account is acceptable as long as clause 1 and 2 are respected&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 4th May 2006, underwent two major revisions, and was passed on the 11th May 2006 by 4 votes to 0.&lt;br /&gt;
&lt;br /&gt;
''Amendment 1''&lt;br /&gt;
&lt;br /&gt;
* All prospective members of the Royal Expedition must be judged to be of Good Moral Character by the senate before their application is accepted.&lt;br /&gt;
&lt;br /&gt;
This amendment was proposed to the senate on the 23rd July 2006 following a suspected plot to infiltrate the Expedition and thus capture [[Shark Island]].  The bill was passed on the 15th August 2006 by 6 votes to 0.&lt;br /&gt;
&lt;br /&gt;
===Bill 2===&lt;br /&gt;
'''Identity Protection'''&lt;br /&gt;
&lt;br /&gt;
''Please note that this bill was rejected by the Senate, and is recorded here simply for historical reasons.''&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise instructed, full members will have their names removed from the wiki list to protect their identities and not publicly publish our member list&lt;br /&gt;
*There will be a quick contact list on the wiki with the IMs of the foreign affairs and/or the public sercurity departments&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 11th May 2006, and was rejected on the 18th May 2006 by 3 votes to 1.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9606</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9606"/>
		<updated>2006-08-23T16:45:24Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* The Scurvy Crew Of the Hell Born Strumpet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Maybe I thrased that statement wrong. We do not want the Island, we want hunting rights for it. How does that sound? '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
Here's a first draft of the local laws for the island, violation of which will be punishable by death and exile:&lt;br /&gt;
&lt;br /&gt;
+ any civilian allowed onto the Island, so long as they dont go on some sort of mad tree-felling ramage like that G3N fellow does&lt;br /&gt;
&lt;br /&gt;
+ no person or group other than the RE to claim control or sovreignity over the isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no person or group to attack RE members or civilians, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ no consumption of alcohol on the isle&lt;br /&gt;
&lt;br /&gt;
+ no littering&lt;br /&gt;
&lt;br /&gt;
+ no using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ no renaming the island, dammit&lt;br /&gt;
&lt;br /&gt;
These aren't yet finalised, but let us know what you think. -- [[User:Gitboy|Less Than Lethal]] 21:27, 22 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No way in all of Shartak ill we stop drinking! I'm not one for rum, but the others, well... They seem in order. Gandhi killed me on my first visit to the isle. I would like to know why. Here are our rules:&lt;br /&gt;
&lt;br /&gt;
+ kill any of us and blood will fly~(self defense is ok, but the offender will not recieve punisment from us if you kill them.)&lt;br /&gt;
&lt;br /&gt;
+You pronounce that the isle is a hunting preservation for the peoples of Shartak.&lt;br /&gt;
&lt;br /&gt;
+WE CAN DRINK RUM!!!!&lt;br /&gt;
&lt;br /&gt;
Other then that, fine! Please contact my Captain( Tyler Whitney) with the final draft. I can not stop the Crew from killin yet. To make sure of this, you have to contact the Captain. I can't get hold of him recently. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As to the reason I killed you: when you arrived on the Isle you destroyed the sign at the no violence zone, a symbolic gesture I did not take lightly.  In regards to your new rules:&lt;br /&gt;
&lt;br /&gt;
*The Royal Expedition wishes the Western Isle to be free to all citizens of Shartak; therefore, designating the Island as a hunting preserve would discourage access to it and promote unhealthy aggression.&lt;br /&gt;
*The first-strike clause I find perfectly acceptable&lt;br /&gt;
*We all enjoy a little fine wine in the evenings; however, drinking to excess is entirely of another matter.&lt;br /&gt;
&lt;br /&gt;
In its revised form, out rules stand as:&lt;br /&gt;
&lt;br /&gt;
+ All civilians shall be allowed onto the Island, except those who engage in deforestation and environmentally destructive activities.&lt;br /&gt;
&lt;br /&gt;
+ No person or group other than the RE shall claim control or sovereignty over the Isle, unless they want a war&lt;br /&gt;
&lt;br /&gt;
+ No person or group to attack RE members or civilians, unless they want a war (This clause has been amended to include members of the Scurvy Crew and other groups)&lt;br /&gt;
&lt;br /&gt;
+ No consumption of alcohol to excess on the Isle&lt;br /&gt;
&lt;br /&gt;
+ No using the island as a base for pirate raids&lt;br /&gt;
&lt;br /&gt;
+ No renaming the island (this includes &amp;quot;New Tortuga&amp;quot;)&lt;br /&gt;
[[User:Gandhi|Gandhi]] 13:39, 23 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Neither me, you or the Captain can stop them from drinking. I myself perfere a mix of mango and leman juices(keeps me alert.) New Tortuga was the name of our operation and the island shall be known to the masses as &amp;quot;Shark Island&amp;quot;, but too us as Tortuga. I have tried to convince the crew that we should not fight, but... This is not a threat, don't think of it as that. Consider this a discouragment to war: We outnumber. We are stronger. We would win. And, if the Captain orders, these negotiations will have been for nothing. If he wants the isle, I will me at the front of the charge. But hopefully it won't come to that. As I said, try to contact the Captain. And by the way, I meant no personally offense to your group by the destruction of the sign. Mere sword practice. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9585</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9585"/>
		<updated>2006-08-23T01:16:31Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Pigeon postal service */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
&lt;br /&gt;
*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
&lt;br /&gt;
*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
&lt;br /&gt;
I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
&lt;br /&gt;
:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
&lt;br /&gt;
:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
&lt;br /&gt;
:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* The only flaw I can see is already in the game. How do you figure out who someone is, just by giving them a gold coin or attacking them. *slash* Oh, scuse me a second while I check the back of your jacket for a name tag. Same sort of thing applies to staring at someone and figuring out what their name is. --[[User:Simon|Simon]] 00:40, 23 August 2006 (UTC)&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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Could you buy local pigeons and deliver them to another town for sale at a higher price?--[[User:Darkferret|Darkferret]] 02:25, 22 August 2006 (UTC)&lt;br /&gt;
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Since pigeons can only return to one place I imagine that foreign post offices would pay a premium for pigeons that can go to other cities. For example, a pigeon bought at York and will return to York is only 2 GC, but a pigeon bought at York that will return to Derby will cost 10 GC or more because you can't raise pigeons to fly to Derby in York.&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_001&amp;diff=9519</id>
		<title>Talk:The Yorkman/Issue 001</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_001&amp;diff=9519"/>
		<updated>2006-08-19T22:13:55Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Predators in &amp;quot;Wrong Island&amp;quot; Shock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Discussion==&lt;br /&gt;
Discuss the articles in this issue here.  Although, be nice, or we may be forced to liberally splatter your comments with asterisks!&lt;br /&gt;
&lt;br /&gt;
===Predators in &amp;quot;Wrong Island&amp;quot; Shock===&lt;br /&gt;
Infiltrator? I don't remember any attempted infiltration of the RE. If you mean eminem trying to join us then you use the word infiltrate '''VERY''' loosely. --[[User:One of many doctors|One of many doctors]] 22:13, 19 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
===North-South Divide Deepens===&lt;br /&gt;
&lt;br /&gt;
===Exclusive Interview===&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9518</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9518"/>
		<updated>2006-08-19T22:08:48Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* The Scurvy Crew Of the Hell Born Strumpet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Old messages are archived at [[Talk:Royal Expedition/Archive]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Scurvy Crew Of the Hell Born Strumpet ==&lt;br /&gt;
&lt;br /&gt;
I am Captain Dan and have the honour to be the Ships Surgeon of the Hell Born Strumpet. Despite what ye think of us, we are honourable. We wish to make the Island that yeselves and the Cult fight over a wildlife preserve for everyone, but especially Pirates. We hope that ye will not hurt a member of our crew while we are there. We are the largest group in Shartak, and our Captain dosn't normanly respond well to threats and attacks. Thanks and reply as soon as possible. '''Captain Dan'''&lt;br /&gt;
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The senate is currently debating our position on this matter, and will reply as soon as a consensus has been reached. [[User:Gitboy|Less Than Lethal]] 21:12, 15 August 2006 (UTC)&lt;br /&gt;
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I doupt warfare would benefit either side. We've rejected raids on outsiders unless provocked and have turned our attentions elsewhere. I be not the Captain, so I doupt I can control the crew unless the Captain steps in(Which I doupt. He is far to busy, thus why I handle these things out of my own initive.) Don't start war on us, for your sakes as much as ours. Her Majesty can keep the isle, as long as She grants hunting rights to everyone(especialy pirates.) I await ye answer... '''Captain Dan'''&lt;br /&gt;
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Parliament has recently passed a bill supporting the use of force to defend the Western Isle from the Pirate invasion.  I would advise you and your Captain to end the Scurvy Crew's raid of the Island, or be prepared to face the consequences. [[User:Gandhi|Gandhi]] 21:18, 19 August 2006 (UTC)&lt;br /&gt;
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:Captain Dan, ignore that last part for now as the RE seeks to clarify what it is you intend to do on the island.  --[[User:One of many doctors|One of many doctors]] 22:08, 19 August 2006 (UTC)&lt;br /&gt;
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== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
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== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9502</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9502"/>
		<updated>2006-08-18T17:06:16Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Pigeon postal service */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
&lt;br /&gt;
To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
&lt;br /&gt;
So, my suggestion?&lt;br /&gt;
&lt;br /&gt;
I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
&lt;br /&gt;
(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
&lt;br /&gt;
Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
&lt;br /&gt;
Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
&lt;br /&gt;
:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
&lt;br /&gt;
:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
&lt;br /&gt;
:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9501</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9501"/>
		<updated>2006-08-18T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Pigeon postal service */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time= 17:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9500</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9500"/>
		<updated>2006-08-18T17:03:48Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Pigeon postal service */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
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*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
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suggest_time=17:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9499</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9499"/>
		<updated>2006-08-18T17:01:52Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. As there is no way right now of contacting people ingame without finding them. To improve on that I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) recieve mail (at a cost of 0 GC). To prevent harrasement of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they'll burn everything).&lt;br /&gt;
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*''The postal staff have burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The postwoman takes your letter and smiles knowingly.''&lt;br /&gt;
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The idea may need some tweaking but this is jsut a suggestion on how to create ingame messages.&lt;br /&gt;
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suggest_time=17:01, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9451</id>
		<title>Suggestions:Game mechanics</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9451"/>
		<updated>2006-08-15T00:42:19Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Living countermeasures against spirits */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
&lt;br /&gt;
Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
&lt;br /&gt;
When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
&lt;br /&gt;
Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
&lt;br /&gt;
Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
&lt;br /&gt;
I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
&lt;br /&gt;
The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
&lt;br /&gt;
Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
&lt;br /&gt;
To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
&lt;br /&gt;
I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
&lt;br /&gt;
Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
&lt;br /&gt;
:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:One_of_many_doctors&amp;diff=9353</id>
		<title>User talk:One of many doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:One_of_many_doctors&amp;diff=9353"/>
		<updated>2006-08-03T15:40:33Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* The font in the RE logo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;No. -[[User:Oulatek|Oulatek]] 15:25, 9 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Deleting ''RE'' ==&lt;br /&gt;
&lt;br /&gt;
I don't mind your removal of the [[Template:Delete|delete template]] from [[RE]]; we'd already agreed to keep that one. For future reference, though, we usually discuss delete tag removals on [[Category talk:Delete]]. That's what the delete template recommends, but the notice doesn't appear on redirect pages, so you couldn't have seen it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:34, 29 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Archiving the RE talk page ==&lt;br /&gt;
&lt;br /&gt;
I've created an archive of the RE talk page at [[Talk:Royal Expedition/Archive]]. I think it will be best in the future if old comments are moved there rather than deleted, because deleted comments may be useful in the future but will be harder to find (and impossible to search for) if they exist only in past versions of a page. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:48, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*The RE already maintains a Archive page on its forum. We have never deleted a comment, they are stored on our site. If you care to have a look at it then by all means create an account with us. --[[User:One of many doctors|One of many doctors]] 02:05, 1 August 2006 (UTC)&lt;br /&gt;
**I've started the deletion discussion at '''[[Category talk:Delete#Royal Expedition talk archive]]'''. Thanks for responding. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:36, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The font in the RE logo ==&lt;br /&gt;
&lt;br /&gt;
What font did you use for [[:Image:Untitled-1_copy.jpg|the RE logo]]? I'm interested in finding it so that I can upload a PNG version with a transparent background. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:01, 3 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*GoudyHandtooled BT --[[User:One of many doctors|One of many doctors]] 15:40, 3 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=9273</id>
		<title>User:One of many doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=9273"/>
		<updated>2006-08-01T16:11:21Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the RE&lt;br /&gt;
&lt;br /&gt;
== Anecdotes ==&lt;br /&gt;
''You give nothing to a native. They don't seem very impressed by your generosity!'' '''-18:36, 24 June 2006'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Upon closer examination, it looks like a machete is a weapon.'' '''-15:53, 14 July 2006 '''&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9272</id>
		<title>Template talk:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9272"/>
		<updated>2006-08-01T16:10:53Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Wording and purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wording and purpose==&lt;br /&gt;
I don't think the phrase &amp;quot;We reserve the sole right to edit these pages&amp;quot; makes sense considering that this is a wiki. &amp;quot;Reserve&amp;quot; and &amp;quot;sole&amp;quot; in combination suggest that the right in question was held only by the group from the very beginning, which isn't the case; the pages on this wiki can be edited by anyone with an account, and there are no rules but those we make (or have imposed on us). I suggest that the language be changed to something like &amp;quot;The [[Royal Expedition]] maintains this page&amp;quot; (or &amp;quot;... asks non-members of the clan to not edit this page&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
What kinds of edits does the RE wish to avoid with such a template? Would they mind if I edited [[RE field hospital]] to correct a typo or to display the hospital's coordinates with [[Template:Map]]? What if I edited [[Shark Island]] after some exploring to describe its current population density or foliage or to quote any signposts I found asserting ownership of the island? Similarly constructive edits are routinely made to pages across the wiki, and aside from preventing vandalism (i.e., removing useful content, something that is frowned upon everywhere, not just on RE pages), I'm not sure what purpose is served by prohibiting non-member edits.&lt;br /&gt;
&lt;br /&gt;
That said, I'm certainly not against clans creating and maintaining pages written from their point of view, so long as those pages provide useful information to players in general (which [[Shark Island]] and [[RE field hospital]] do, of course) and allow non-members to edit them constructively. Perhaps it'd be good to create a new template for clan-maintained pages in general to set them apart: &amp;quot;This page is maintained by [[Main Page|Some Clan]] and may be written from their point of view.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By the way, it's already [[The Shartak Wiki:Policies and guidelines|policy]] that user and clan pages should not be edited by others (unless the edit &amp;quot;consist[s] solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup&amp;quot;), so this template is unneeded on [[User:One of many doctors]] and [[Royal Expedition]] as far as I can tell. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:46, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Unfortunately as you pointed out earlier in a different discussion, most people do not read the &amp;quot;The Shartak Wiki:Policies and guidelines&amp;quot;. We just wish to remind everyone that we are the RE, we a sovreign organization, we do not appreciate people who make &amp;quot;constructive&amp;quot; edits that go in the face of our policies. &lt;br /&gt;
&lt;br /&gt;
:I do agree that the wording is too harsh and should be toned down. Of couse edits (correcting typos, updating information correctly, etcetera) are always welcomed as long as they don't change the idea we are expressing. Basically we're just putting as sign up saying &amp;quot;don't vandalize this page, we're watching&amp;quot;. --[[User:One of many doctors|One of many doctors]] 16:03, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Better? --[[User:One of many doctors|One of many doctors]] 16:10, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=9271</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=9271"/>
		<updated>2006-08-01T16:09:07Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;border:1px solid #cc6600; {{ifeq:{{{float|none}}}|none|margin: 0 auto;|float: {{{float|left}}};}} width:500px&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:45px; height:45px;  text-align:center&amp;quot; | [[Image:Untitled-1 copy.jpg|90px]]&lt;br /&gt;
| style=&amp;quot;font-size: 90%; background:#ffe7d1; line-height: 140%; padding: 5px&amp;quot; | This page is run by either the [[Royal Expedition]] or its members with help from the Shartak wiki community. Please respect our work and acknowledge that we reserve the right to revert edits on these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
|}{{ifeq:{{{float|none}}}|none||&amp;lt;br style=&amp;quot;clear: both&amp;quot; /&amp;gt;}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:RE pages|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
Simply add the following to any page where you wish this to be displayed:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{REOperation}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The template will be centered by default. An optional ''float'' parameter may be specified to display the image at the left or right of a page instead of the left, as in:&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{REOperation|float=left}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Changing &amp;quot;left&amp;quot; to &amp;quot;right&amp;quot; will show the template at the right of the page instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9270</id>
		<title>Template talk:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9270"/>
		<updated>2006-08-01T16:04:42Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Wording and purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wording and purpose==&lt;br /&gt;
I don't think the phrase &amp;quot;We reserve the sole right to edit these pages&amp;quot; makes sense considering that this is a wiki. &amp;quot;Reserve&amp;quot; and &amp;quot;sole&amp;quot; in combination suggest that the right in question was held only by the group from the very beginning, which isn't the case; the pages on this wiki can be edited by anyone with an account, and there are no rules but those we make (or have imposed on us). I suggest that the language be changed to something like &amp;quot;The [[Royal Expedition]] maintains this page&amp;quot; (or &amp;quot;... asks non-members of the clan to not edit this page&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
What kinds of edits does the RE wish to avoid with such a template? Would they mind if I edited [[RE field hospital]] to correct a typo or to display the hospital's coordinates with [[Template:Map]]? What if I edited [[Shark Island]] after some exploring to describe its current population density or foliage or to quote any signposts I found asserting ownership of the island? Similarly constructive edits are routinely made to pages across the wiki, and aside from preventing vandalism (i.e., removing useful content, something that is frowned upon everywhere, not just on RE pages), I'm not sure what purpose is served by prohibiting non-member edits.&lt;br /&gt;
&lt;br /&gt;
That said, I'm certainly not against clans creating and maintaining pages written from their point of view, so long as those pages provide useful information to players in general (which [[Shark Island]] and [[RE field hospital]] do, of course) and allow non-members to edit them constructively. Perhaps it'd be good to create a new template for clan-maintained pages in general to set them apart: &amp;quot;This page is maintained by [[Main Page|Some Clan]] and may be written from their point of view.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By the way, it's already [[The Shartak Wiki:Policies and guidelines|policy]] that user and clan pages should not be edited by others (unless the edit &amp;quot;consist[s] solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup&amp;quot;), so this template is unneeded on [[User:One of many doctors]] and [[Royal Expedition]] as far as I can tell. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:46, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Unfortunately as you pointed out earlier in a different discussion, most people do not read the &amp;quot;The Shartak Wiki:Policies and guidelines&amp;quot;. We just wish to remind everyone that we are the RE, we a sovreign organization, we do not appreciate people who make &amp;quot;constructive&amp;quot; edits that go in the face of our policies. &lt;br /&gt;
&lt;br /&gt;
:I do agree that the wording is too harsh and should be toned down. Of couse edits (correcting typos, updating information correctly, etcetera) are always welcomed as long as they don't change the idea we are expressing. Basically we're just putting as sign up saying &amp;quot;don't vandalize this page, we're watching&amp;quot;. --[[User:One of many doctors|One of many doctors]] 16:03, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9269</id>
		<title>Template talk:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9269"/>
		<updated>2006-08-01T16:04:05Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Wording and purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wording and purpose==&lt;br /&gt;
I don't think the phrase &amp;quot;We reserve the sole right to edit these pages&amp;quot; makes sense considering that this is a wiki. &amp;quot;Reserve&amp;quot; and &amp;quot;sole&amp;quot; in combination suggest that the right in question was held only by the group from the very beginning, which isn't the case; the pages on this wiki can be edited by anyone with an account, and there are no rules but those we make (or have imposed on us). I suggest that the language be changed to something like &amp;quot;The [[Royal Expedition]] maintains this page&amp;quot; (or &amp;quot;... asks non-members of the clan to not edit this page&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
What kinds of edits does the RE wish to avoid with such a template? Would they mind if I edited [[RE field hospital]] to correct a typo or to display the hospital's coordinates with [[Template:Map]]? What if I edited [[Shark Island]] after some exploring to describe its current population density or foliage or to quote any signposts I found asserting ownership of the island? Similarly constructive edits are routinely made to pages across the wiki, and aside from preventing vandalism (i.e., removing useful content, something that is frowned upon everywhere, not just on RE pages), I'm not sure what purpose is served by prohibiting non-member edits.&lt;br /&gt;
&lt;br /&gt;
That said, I'm certainly not against clans creating and maintaining pages written from their point of view, so long as those pages provide useful information to players in general (which [[Shark Island]] and [[RE field hospital]] do, of course) and allow non-members to edit them constructively. Perhaps it'd be good to create a new template for clan-maintained pages in general to set them apart: &amp;quot;This page is maintained by [[Main Page|Some Clan]] and may be written from their point of view.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By the way, it's already [[The Shartak Wiki:Policies and guidelines|policy]] that user and clan pages should not be edited by others (unless the edit &amp;quot;consist[s] solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup&amp;quot;), so this template is unneeded on [[User:One of many doctors]] and [[Royal Expedition]] as far as I can tell. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:46, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Unfortunately as you pointed out earlier in a different discussion, most people do not read the &amp;quot;The Shartak Wiki:Policies and guidelines&amp;quot;. We just wish to remind everyone that we are the RE, we a sovreign organization, we do not appreciate people who make &amp;quot;constructive&amp;quot; edits that go in the face of our policies. &lt;br /&gt;
&lt;br /&gt;
I do agree that the wording is too harsh and should be toned down. Of couse edits (correcting typos, updating information correctly, etcetera) are always welcomed as long as they don't change the idea we are expressing. Basically we're just putting as sign up saying &amp;quot;don't vandalize this page, we're watching&amp;quot;. --[[User:One of many doctors|One of many doctors]] 16:03, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9268</id>
		<title>Template talk:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template_talk:REOperation&amp;diff=9268"/>
		<updated>2006-08-01T16:03:39Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Wording and purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wording and purpose==&lt;br /&gt;
I don't think the phrase &amp;quot;We reserve the sole right to edit these pages&amp;quot; makes sense considering that this is a wiki. &amp;quot;Reserve&amp;quot; and &amp;quot;sole&amp;quot; in combination suggest that the right in question was held only by the group from the very beginning, which isn't the case; the pages on this wiki can be edited by anyone with an account, and there are no rules but those we make (or have imposed on us). I suggest that the language be changed to something like &amp;quot;The [[Royal Expedition]] maintains this page&amp;quot; (or &amp;quot;... asks non-members of the clan to not edit this page&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
What kinds of edits does the RE wish to avoid with such a template? Would they mind if I edited [[RE field hospital]] to correct a typo or to display the hospital's coordinates with [[Template:Map]]? What if I edited [[Shark Island]] after some exploring to describe its current population density or foliage or to quote any signposts I found asserting ownership of the island? Similarly constructive edits are routinely made to pages across the wiki, and aside from preventing vandalism (i.e., removing useful content, something that is frowned upon everywhere, not just on RE pages), I'm not sure what purpose is served by prohibiting non-member edits.&lt;br /&gt;
&lt;br /&gt;
That said, I'm certainly not against clans creating and maintaining pages written from their point of view, so long as those pages provide useful information to players in general (which [[Shark Island]] and [[RE field hospital]] do, of course) and allow non-members to edit them constructively. Perhaps it'd be good to create a new template for clan-maintained pages in general to set them apart: &amp;quot;This page is maintained by [[Main Page|Some Clan]] and may be written from their point of view.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
By the way, it's already [[The Shartak Wiki:Policies and guidelines|policy]] that user and clan pages should not be edited by others (unless the edit &amp;quot;consist[s] solely of corrections to grammar, spelling, punctuation, link targets, capitalization, and markup&amp;quot;), so this template is unneeded on [[User:One of many doctors]] and [[Royal Expedition]] as far as I can tell. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:46, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately as you pointed out earlier in a different discussion, most people do not read the &amp;quot;The Shartak Wiki:Policies and guidelines&amp;quot;. We just wish to remind everyone that we are the RE, we a sovreign organization, we do not appreciate people who make &amp;quot;constructive&amp;quot; edits that go in the face of our policies. &lt;br /&gt;
&lt;br /&gt;
I do agree that the wording is too harsh and should be toned down. Of couse edits (correcting typos, updating information correctly, etcetera) are always welcomed as long as they don't change the idea we are expressing. Basically we're just putting as sign up saying &amp;quot;don't vandalize this page, we're watching&amp;quot;. --[[User:One of many doctors|One of many doctors]] 16:03, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9258</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9258"/>
		<updated>2006-08-01T03:00:06Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Royal Expedition talk archive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the ''Category talk:Redirects'' page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;Advanced Tracking&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I just deleted a whole bunch of these, as I had been planning to do in a day or three, at [[User:Tycho44|Tycho44]]'s [[User talk:Elembis#Delete-marked redirects|prompting]]. I don't think I deleted any we hadn't agreed on, but if I did, it's not a terribly difficult thing to fix. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 14:59, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' Perhaps some obscure redirects might merit deletion, but only on a case-by-case basis. Any terms that are in common use (whether in-game or in forums) should be linked to their meaning. That's what the Shartak wiki is intended for! --[[User:Tycho44|Tycho44]] 05:38, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
== Royal Expedition talk archive ==&lt;br /&gt;
[[User:One of many doctors|One of many doctors]] nominated '''[[Talk:Royal Expedition/Archive]]''' for deletion on 02:12, 1 August 2006 (UTC) &amp;quot;because there is already a page for this&amp;quot; and explained on [[User talk:One of many doctors#Archiving the RE talk page]] that the page mentioned is an off-site one at the RE forums which requires registration to access. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# '''Keep'''. It's much easier to browse, search and link to other Shartak-related content if it is not removed from the wiki to external sites, much less external sites that require registration to access the content. Furthermore, a link to content which is accessible to everyone is preferable by far to a link to content with limited access, regardless of which link leads to an external site. There is no page on the wiki with the content of the page under discussion, and it contains useful information that should remain public in every sense of the word. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
#'''Delete'''. We can change the Archive on our page to public viewing if there is a request. Most of the so called &amp;quot;information&amp;quot; is infact just opinions and/or ranting. We don't feel a need for people to read these opinions since some a past issues that we're trying to work ahead of. For example the whole DCC issue we feel is over. We do not want people to read the past discussions and feel we still have bad blood between us. --[[User:One of many doctors|One of many doctors]] 02:56, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9257</id>
		<title>Category talk:Delete</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=9257"/>
		<updated>2006-08-01T02:56:26Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Royal Expedition talk archive */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Valid reasons for deletion ==&lt;br /&gt;
Current policy is to only delete pages and files which have been tagged for deletion for at least one week (see [[Template:Delete]]) without being contested on this talk page. (Pages whose deletion requests have been contested may only be deleted if there is a consensus to do so.) Deletions and deletion requests are acceptable for articles, files, categories, and templates in the main [http://meta.wikimedia.org/wiki/namespace namespace] with:&lt;br /&gt;
* '''No content''' or very little content (being under 1,024 bytes in size) ''(does not apply to categories and templates)'';&lt;br /&gt;
* '''Inappropriate content''', which may include spam, illegal or vulgar content, or any content unrelated to the game; or&lt;br /&gt;
* '''Redundant content''', being identical or nearly identical to an existing page that is more widely used.&lt;br /&gt;
[[:Category:Redirects|Redirects]], [[Special:Categories|categories]] and [[:Category:Templates|templates]] are eligible for deletion if they are unused or virtually unused (according to Special:Whatlinkshere or, in the case of categories, the category listing) and have no apparent use or potential. Redirects for common misspellings, abbreviations, and synonyms are acceptable.&lt;br /&gt;
&lt;br /&gt;
User subpages and clan pages may be deleted at the request of the original author if no other users have made major edits to them.&lt;br /&gt;
&lt;br /&gt;
A talk page may be deleted without notice if its article doesn't exist and its content appears elsewhere on the wiki.&lt;br /&gt;
&lt;br /&gt;
== Talk page policy discussion ==&lt;br /&gt;
I think it goes without saying that for any page that is deleted the accompanying talk page should be removed as well. It's a process that doesn't require tagging with the Delete template, though that helps point out to administrators that there is a talk page. --[[User:Lint|Lint]] 22:22, 18 June 2006 (BST)&lt;br /&gt;
:Agreed; see my addition above. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:53, 19 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
==Redirects==&lt;br /&gt;
Due to the large volume of nominations, the redirect deletion nominations that occurred on 11 June 2006 will be discussed here. Please leave comments listed under the opening statement. Please leave your vote in the appropriate keep or kill list for better tabulation. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
:This looks like the place for redirects that are deletion candidates. Is there another place for us to archive the &amp;quot;best of&amp;quot; redirects: Redirects that can be nominated as integral to the current structure of the wiki? For example, I would suggest that all of the '''skills''' (e.g. [[Scavenging]]), '''terrain types''', '''character classes''', and '''items''' in Shartak need at least one redirect, until such time as each term earns its own individual page. --[[User:Tycho44|Tycho44]] 22:00, 13 June 2006 (BST)&lt;br /&gt;
::Perhaps note those on the ''Category talk:Redirects'' page? Is that visible enough? --[[User:Lint|Lint]] 22:19, 13 June 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;I dont know why this is an issue. There can never be too many redirects in my opinion. If someone editing an article writes &amp;quot;Advanced Tracking&amp;quot;, better if it redirects to [[Tracking]] than having a red link. If someone directly enters an address into the url bar of their browser, e.g. if they go to [[Main Page]] and replace the words &amp;quot;Main Page&amp;quot; in the url with an alternate capitalization scheme or an alternate wording of an item or skill or group or anything else, better they get a redirect to the relevant thing than an empty page. If someone enters a word into the search box and hits enter, but what they enter isn't the precisely correct capitalization/phrasing/plural of the item or skill or whatever they are looking for, better they get redirected to the relevant article than to a blank page. E.g. If someone hears about the heavy sword in-game, and comes here, types &amp;quot;sword&amp;quot; into the search box, much better that they get redirect to [[Items]] (or melee weapons, if it is ever created) so they can read about heavy sword, rather than getting a page full of search results which includes suggestions pages, group pages, and other non-relevant pages. Clan pages should have any necessary redirects if there are variations in their name. e.g. Wicksick headhunters, Wicksick Headhunters, Wiksik headhunters, Wiksick headhunters etc. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
:First, if someone editing an article links to ''Advanced Tracking'', they miscapitalized the skill's name. Such errors should be corrected in the articles containing them, not accomodated by keeping and creating redirects for every typo we encounter. (That is, the redirect is only needed if the typo isn't fixed.) Second, if someone types in a URL for an article that doesn't exist, they shouldn't get anything; that's what the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; buttons are for. Servers shouldn't be expected to accommodate URL guessing by users who can just as easily visit the main page and search for what they want. Third, we've already established that capitalization is irrelevant for the &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; functions. Also, I'm rather sure that the only plurals up for deletion are those that are wrongly capitalized, such as ''Poisonous Berries'' (which is unnecessary given the existence of ''Poisonous berries''). And finally, searches for phrases with words out of order (such as &amp;quot;york patriots order&amp;quot;) are extremely likely to give the correct page (''Order of Patriots'') as the #1 hit , so redirects are unnecessary for the very few people who might enter such search terms. In short, we shouldn't use redirects for things the &amp;quot;Search&amp;quot; button was made to handle. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 21:29, 16 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
I just deleted a whole bunch of these, as I had been planning to do in a day or three, at [[User:Tycho44|Tycho44]]'s [[User talk:Elembis#Delete-marked redirects|prompting]]. I don't think I deleted any we hadn't agreed on, but if I did, it's not a terribly difficult thing to fix. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 14:59, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Uppercases ===&lt;br /&gt;
:''Advanced Tracking, Expert Tracking, Firearms Training, First Aid, Natural Medicine''&lt;br /&gt;
Not necessarily bad uppercases. Thery are common enough for use with the search bar and the &amp;quot;go&amp;quot; feature. (Note: Per example provided by Elembis, the author has removed their initial Keep vote.) --[[User:Lint|Lint]] 19:29, 11 June 2006 (BST))&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
&amp;lt;!-- # '''Keep''' - --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST) --&amp;gt;&lt;br /&gt;
# '''Keep'''. [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Kill'''. &amp;quot;Go&amp;quot; and &amp;quot;Search&amp;quot; appear to be case-insensitive. For example, [[Native knowledge]] doesn't exist, but typing &amp;quot;native knowledge&amp;quot; in the search box and hitting &amp;quot;Go&amp;quot; takes me to [[Native Knowledge]] (which redirects to [[Skills]]). Also, searches for &amp;quot;native knowledge&amp;quot; and &amp;quot;Native Knowledge&amp;quot; give identical results. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:16, 11 June 2006 (BST)&lt;br /&gt;
# '''Kill''' As noted, this redirect has no actual function. The wiki operates correctly without it (using lowercase redirect). --[[User:Tycho44|Tycho44]] 05:32, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Plurals ===&lt;br /&gt;
:''Clans, Herbs, Huts, Spirits''&lt;br /&gt;
Not necessarily bad plurals. They are common terms useful when using the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. I made all of these deletion requests without &amp;quot;Go&amp;quot; in mind. Plurals are indeed useful enough to be worth keeping. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:37, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' The term ''herbs'' is extremely common, far more likely than ''herb''. --[[User:Tycho44|Tycho44]] 05:16, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Common ===&lt;br /&gt;
:''Sword, Trading post''&lt;br /&gt;
Ingame terms or conceivably common player-used alternatives.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep'''. The game itself says &amp;quot;It looks like this hut is some kind of native '''trading post'''&amp;quot;, at least in Raktam, and &amp;quot;sword&amp;quot; is a close synonym for &amp;quot;heavy sword&amp;quot;. However, I think we should be careful to only allow articles for terms that are actually used by the game or other players, rather than open the door for all terms players might use as synonyms (&amp;quot;shop&amp;quot;, &amp;quot;market&amp;quot;, &amp;quot;merchant's store&amp;quot;, etc.). &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
# '''Keep''' Perhaps some obscure redirects might merit deletion, but only on a case-by-case basis. Any terms that are in common use (whether in-game or in forums) should be linked to their meaning. That's what the Shartak wiki is intended for! --[[User:Tycho44|Tycho44]] 05:38, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
=== Clans 1 ===&lt;br /&gt;
:''RE, Mercenarys Guild''&lt;br /&gt;
Clan acronyms and workarounds to punctuation (periods, apostrophes and so forth) should be acceptible.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Strong Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
# '''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
# '''Whatever'''. =) &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Clans 2 ===&lt;br /&gt;
:''Order of York Patriots, The Order of Patriots, The south shartak trading company, The Wailers, York Patriots, ''&lt;br /&gt;
A bit spammy perhaps, but they help mainly with use with the search bar and the &amp;quot;go&amp;quot; feature.&lt;br /&gt;
&amp;lt;!-- comment above this line --&amp;gt;&lt;br /&gt;
# '''Keep'''. --[[User:Lint|Lint]] 18:53, 11 June 2006 (BST)&lt;br /&gt;
#'''Keep''' [[User:Arminius|Arminius]] 18:19, 14 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''Split'''. Redirects consisting only of a clan's name prefixed by &amp;quot;The&amp;quot; are okay and likely to be searched for, so we should '''keep''' ''The Order of Patriots'' and ''The south shartak trading company'' (moving it to ''The South Shartak Trading Company''). However, we should '''kill''' greater deviations like ''Order of York Patriots'' because they are (1) probably searched for rarely, if at all, (2) extremely likely to give the correct page as the top hit in a search if the redirect doesn't exist (e.g., search for &amp;quot;order of patriots york&amp;quot; or &amp;quot;headhunters wiksik&amp;quot;), (3) likely to point people to the wrong clan page, or be contested, without a vagueness limit (e.g., does &amp;quot;york protectors&amp;quot; refer to the [[Colonial Police]] or the [[Order of Patriots]]?), and (4) likely to cause additional (if limited) article bloat as more clans are formed. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:49, 12 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
# '''(no opinion)'''. --[[User:Tycho44|Tycho44]] 05:33, 18 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# Kill&lt;br /&gt;
&lt;br /&gt;
== Royal Expedition talk archive ==&lt;br /&gt;
[[User:One of many doctors|One of many doctors]] nominated '''[[Talk:Royal Expedition/Archive]]''' for deletion on 02:12, 1 August 2006 (UTC) &amp;quot;because there is already a page for this&amp;quot; and explained on [[User talk:One of many doctors#Archiving the RE talk page]] that the page mentioned is an off-site one at the RE forums which requires registration to access. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
# '''Keep'''. It's much easier to browse, search and link to other Shartak-related content if it is not removed from the wiki to external sites, much less external sites that require registration to access the content. Furthermore, a link to content which is accessible to everyone is preferable by far to a link to content with limited access, regardless of which link leads to an external site. There is no page on the wiki with the content of the page under discussion, and it contains useful information that should remain public in every sense of the word. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 02:25, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
#'''Delete'''. We can change the Archive on our page to public viewing if there is a request. Most of the so called &amp;quot;information&amp;quot; is infact just opinions and/or ranting. We don't feel a need for people to read these opinions since some a past issues that we're trying to work ahead of. For example the whole DCC issue we feel is over. We do not want people to read the past discussions and feel we still have bad blood between us. --[[User:One of many doctors|One of many doctors]] 02:56, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=9254</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=9254"/>
		<updated>2006-08-01T02:27:34Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
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| style=&amp;quot;font-size: 90%; background:#ffe7d1; line-height: 140%; padding: 5px&amp;quot; | This page is either run by the [[Royal Expedition]] or it's members. We reserve the sole right to edit these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum]&lt;br /&gt;
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		<author><name>One of many doctors</name></author>
		
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition/Archive&amp;diff=9252</id>
		<title>Talk:Royal Expedition/Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition/Archive&amp;diff=9252"/>
		<updated>2006-08-01T02:12:25Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This is an archive of messages that were once on [[Talk:Royal Expedition]].''&lt;br /&gt;
&lt;br /&gt;
== Old Comments ==&lt;br /&gt;
&lt;br /&gt;
:not sure if this is the best place for it, but ... have you noticed that on the main page, the title graphic has a map behind the word 'Shartak' and that where the 'S' most closely appraches the 'h' the bend obscures what appears to be an island. While the details of clan membership and structure are still being hammered out, it strikes me that investigating said island seems to fit the 'Expedition' part of RE. It may even prove a useful area to base a clan. I am going to strike out to see what I can find. Starting in Durham (which I think is somewhere on the east-pointing spit of land beneath the 'S') I am heading NE until I pick up the coast. -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 12:49, 22 February 2006 (GMT)&lt;br /&gt;
:: I have made it to the island and am moving around the coastline before exploring the interior. If I find no sign of any other Outsiders I will cut an 'RE' into the jungle closest to the 'mainland' shore -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]] 09:42, 26 February 2006 (GMT)&lt;br /&gt;
::: Island mapped (details added to the [http://www.blackant.net/other/shartak/ Shartak MetaMap] project. I am abandoning my original plan to blaze 'RE' into the jungle and will probably simply continue to try and expand the general map -- Morgan Freelance aka [[User:Anothertwilight|Anothertwilight]]&lt;br /&gt;
:::: I guess I'll claim the island for Royal Expedition then. --[[User:Grigoriy|Grigoriy]] 02:44, 14 March 2006 (GMT)&lt;br /&gt;
::::: It's been six days, but I think I'm swimming right off the coast of the island. --[[User:Grigoriy|Grigoriy]] 02:06, 21 March 2006 (GMT)&lt;br /&gt;
:::::: Did you have to go through any deep water? Sharks have already taken me below half HP. --[[User:Grigoriy|Grigoriy]] 01:56, 22 March 2006 (GMT)&lt;br /&gt;
::::::: Ah, I've found it! There seems to be an abundance of wildlife, did you find any ruins or bushes? --[[User:Grigoriy|Grigoriy]] 12:43, 22 March 2006 (GMT)&lt;br /&gt;
::::::::I went through deep water the first time (had a FAK, so I was OK). I am now trying to see if I can get there through shallows only (although I have 2 FAKS just to be sure). I found no ruins, bushes, nor many animals. [[User:Anothertwilight|Anothertwilight]] 22:52, 22 March 2006 (GMT)&lt;br /&gt;
::::::::: I died, so the island still isn't entirly mapped :( --[[User:Grigoriy|Grigoriy]] 02:37, 27 March 2006 (BST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:If anyone's in the Derby area, I'm currently forging a road north, if anyone wants to lend a hand.  I figure it'll be useful to have paths through the jungle, especially for those of us as prone to getting lost as I am... --Less Than Lethal&lt;br /&gt;
::I'm in the Derby armory, I'm up for helping build a road, its more useful than just killing random jungle like I was doing, my names M Tek. -[[User:BananaBear|BananaBear]] 04:00, 11 March 2006 (GMT)&lt;br /&gt;
:::Awesome, I look forawrds to meeting you. There's another guy cutting the path ahead, im currently binging on bananas after an unfortunate boar incident... [[User:DavidClements 03|DavidClements 03]]&lt;br /&gt;
::::Not to rain on your parades, but you ''do'' know that foilage grows back, right?--[[User:Jackel|Jackel]] 01:22, 12 March 2006 (GMT)&lt;br /&gt;
::::Oh man, I totally had no clue, oh.. oh man.. I'm so disillusioned. PSIKE! the jungle may grow back, but who found a sweet mango tree off the new road? -[[User:BananaBear|BananaBear]] 01:54, 12 March 2006 (GMT)&lt;br /&gt;
:::: Yeah, but we can just keep cutting it back as we go back and forth for supplies, right?  Even with light undergrowth the path is visible, so anyone using it can chop back offending branches to keep the way clear!  And besides, I gotta do ''something'' with my free time... -- Less Than Lethal&lt;br /&gt;
::::I've managed to contact one of the natives! See discussion page for more details... -- Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:I'm working on clearing up most of the map. I'll try to post it as soon as possible. --[[User:One of many doctors|One of many doctors]] 03:08, 27 February 2006 (GMT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:We should start recruiting in the Outsider villages; possibly start carving recruitment signs into trees.  We should also formulate a formal policy on Pirates (whether their looting-ways will be tolerated as part of the Royal Expedition) --[[User:Gandhi|Gandhi]] 00:47, 22 March 2006 (GMT)&lt;br /&gt;
::Good idead. I'll head back to York and start recruiting. As for pirates, they don't really bother me but I can't see the harm in excluding them either. --[[User:One of many doctors|One of many doctors]] 01:13, 22 March 2006 (GMT)&lt;br /&gt;
::Pirates really are such dreadfully uncivilised people.  Surely we have a duty to keep this island free of uncouth folk? --Less Than Lethal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Who thinks we should have a clan forum for discussion of plans, status, warnings and pleas for help, etc?  I know a guy who would probably host one for us. --Less Than Lethal&lt;br /&gt;
::I could start one at any time but there would have to be interest first. --[[User:One of many doctors|One of many doctors]] 00:09, 29 March 2006 (BST)&lt;br /&gt;
:::Well it would be a lot easier to organise, plus we could keep this page clear for our public front/recruitment/whatever. --LTL&lt;br /&gt;
::I'm for a forum, but I think we should move these comments to the talk page and establish a clan mission first. --[[User:Gandhi|Gandhi]] 01:02, 31 March 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Forum ==&lt;br /&gt;
Took it upon myself to make one. It can be found[http://s9.invisionfree.com/Royal_Expedition/index.php here]. I also moved the comments to clean up our frontpage. Active members of this clan are welcome to become administrators. Just apply. {{unsigned|One of many doctors|01:35, March 31, 2006 (UTC)}}&lt;br /&gt;
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==A Threat from the Disciples of Zeko and/or the Discordian Cargo Cult==&lt;br /&gt;
actually just the Discordian Cargo Cult, but we've offered an alliance to the Disciples of Zeko, so if they accept they're threatening you too.  Stay offf the island.  Offf the west coast.  Of Shartak.  We claimed it first, so just go claim somewhere else.  Or join us or die.  Your choice. {{unsigned|Oulatek|02:32, April 6, 2006 (UTC)}}&lt;br /&gt;
:With Morgan Freelance being the first one to claim reaching the island, and me being the first one to carve into the island it's rightful ownership, this is an insult to our honor! --[[User:Grigoriy|Grigoriy]] 13:57, 6 April 2006 (BST)&lt;br /&gt;
::Join us or die? How about you join us! --[[User:One of many doctors|One of many doctors]] 00:09, 7 April 2006 (BST)&lt;br /&gt;
::Savage members of the Cult should be on warning: Members of the Royal Expedition do not plan to instigate any attacks on your villages or people; however, if any of your disciples attack a memeber of the Expedition, we will respond in full force as a group. --[[User:Gandhi|Gandhi]] 01:22, 7 April 2006 (BST)&lt;br /&gt;
:::Just how do the CC think they even became aware of the island? It was mapped by Grigoriy and I. I am willing to wait and see what the rest of RE want to do (cede claim to the island to CC, allow anyone to 'develop' the land without ceding title, retain title and defend against incursion ...) but am heading over to the island now to have a look for any CC members [[User:Anothertwilight|Anothertwilight]] 03:56, 7 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
::::We found it by looking at a map of Hispaniola, mister highhorse! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
:::::And you identified the island as bearing an uncanny resemblance to Hispaniola at what point? After a fair chunk (including the islet) was mapped, or from the 'Shartak' graphic? And I'm infantry, not cavalry. [[User:Anothertwilight|Anothertwilight]] 01:17, 1 May 2006 (BST) aka Morgan Freelance.&lt;br /&gt;
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:Well, having been attacked by the cultists, we have of course responded in kind, and seem to have slain their despicable leader.  Let this be a lesson to you all!&lt;br /&gt;
::We have a learning disability.  I expect this lesson will have to be repeated quite a bit.  And don't expect us to not dish out some lessons of our own! -[[User:Oulatek|Oulatek]] 21:21, 29 April 2006 (BST)&lt;br /&gt;
:'''IMPORTANT: Evidence of DCC member Oulatek killing RE member Morgan Freelance WITHOUT a justified cause''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]  Her Majesty has approved the use of unrestrictive force against the DCC - Shoot Members on sight!  These unprovoked killing must be stopped!  '''TO ARMS!''' --[[User:Gandhi|Gandhi]] 22:21, 29 April 2006 (BST)&lt;br /&gt;
::We reject your claim that we were unprovoked.  Freelance's killing of Oulatek was the first hostile act in this entire conflict. Does he deny it?? -[[User:Oulatek|Oulatek]] 18:44, 1 May 2006 (BST)&lt;br /&gt;
:::Not at all. You made it clear that anyone found on the islet would be killed if they did not join. I was on the islet (being it's discoverer), I did not join. Your declaration was clear. I accepted your terms [[User:Anothertwilight|Anothertwilight]] 00:19, 2 May 2006 (BST)&lt;br /&gt;
:::The Despicable Cargo Cult (DCC) have offered a limited field of engagement - to whit, that given that the Western Islet (called by those foul depraved ... Frenchmen '[[La Islet Bonobo]]') is the subject of contention, that hostilities be restricted to said region. Rather than risk civilians and innocent bystanders, I would be happy to accept  such terms. If others are so inclined, we may wish to update the front page. [[User:Anothertwilight|Anothertwilight]] 01:13, 1 May 2006 (BST) aka Morgan Freelance&lt;br /&gt;
:::We cultists are not interested in killing anyone except on La Islet Bonobo, which is, in fact, the name of the Islet in question, as you foul unFrenchmen were not clever enough to think of naming it first!!!  So let's confine our little war to the islet itself, as Freelance suggests. -[[User:Oulatek|Oulatek]] 18:44, 1 May 2006 (BST)&lt;br /&gt;
::::I note that while you are happy to address (even to edit) two of my recent comments, you omit defending the challenge to your claim of having been first to the islet. Please describe how you determined that the larger island resembled Hispaniola, and hence determined, from that, the existence of the smaller islet. For comparison, feel free to re-read the old comments, below, for my discovery - including date [[User:Anothertwilight|Anothertwilight]] 00:19, 2 May 2006 (BST)&lt;br /&gt;
:::::First TO the islet, first to CLAIM the islet, first to NAME the islet... these are different questions.  The islet has already been named.  It is called [[La Islet Bonobo]].  Discordians say a lot of silly things, like &amp;quot;join us or die.&amp;quot;  The fact is, YOU are the first to shed blood.  Admit it.  Accept it.  Become one with your bloodthirsty imperial nature.  Then we can be friends.  In all honesty, we (the two of us) were seriously considering abandoning DCC and joining RE.  But then you killed me.  So we decided to play war.  We hope you are having fun. -[[User:Oulatek|Oulatek]] 04:53, 2 May 2006 (BST)&lt;br /&gt;
::::::Yes they are different questions, just as 'it is called' and 'I call it' have two different meanings, one more precise than the other. I not only admit, I proudly declare my bloodthirsty Imperial nature. The island was first visited and first claimed for HRH and I will proudly defend it to the last drop of ... er, with my life ... um, until I get really, really bored of having to go back to Durham to be resurrected. And given the paucity of things to do, I rather enjoyed the early 'letters skirmish' and now this burgeoning war. [[User:Anothertwilight|Anothertwilight]] 05:56, 2 May 2006 (BST) aka Morgan Freelance&lt;br /&gt;
&lt;br /&gt;
==New Comments==&lt;br /&gt;
Hello there Royal Expedition, this is Mick here. Are you still interested in working together? You seem like a friendly bunch, and It'd be good to have contacts outside York. We look forward to doing buisiness with you. - '''MickR''' May 10th, 2006&lt;br /&gt;
&lt;br /&gt;
Can somebody post targets for expeditions on the page, if they have  any? I was helping make a road, and then it turned west and I got confused... Also it would help publicize a little bit. -[[User:BananaBear|BananaBear]] 04:29, 21 March 2006 (GMT)&lt;br /&gt;
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Ah yes, I remember passing you a few days back, old chap.  Me and the valiant M-Tek are forging that road west vaguely towards the savage's settlement of Wiksik, with occasional help from a silent and mysterious mr Smith.  I'm sure I speak for both of us when I encourage you to join us in this worthy endeavour.&lt;br /&gt;
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At the time of writing, I believe we are drawing near to the village, and I have left the road to converse with a local.  Having declared my allegeance and peacable intentions, I eagerly await his response. --Less Than Lethal&lt;br /&gt;
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To all those cutting the road from derby, I would advise you to watch out for the natives, I was just killed by one. I will attempt to contact the Local Shaman, and rejoin the part.-[[User:BananaBear|BananaBear]] 04:38, 28 March 2006 (BST)&lt;br /&gt;
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Dear lord, some fool just slew the native I was contacting! There'll be war if this sort of behaviour continues!  --Less Than Lethal&lt;br /&gt;
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My good sir, I think these natives may have declared war upon us, I do hope you've managed to stay alive, though I haven't seen you lately, and the road seems all but abandoned. I've been on the run in the jungle for a few nights now, When I don't wake up floating over my body that is. -[[User:BananaBear|BananaBear]] 00:36, 3 April 2006 (BST)&lt;br /&gt;
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It is no war that was declared upon you, but indeed, Less than Lethal was stunned by my poison darts and had to serve as sacrifice for the initial gathering of the WickSick Headhunters! Anyway, we thank you for this road, as it brings many well shaped heads to Wiksik! You may traffic with the Wiksikans in every way you want, just beware you meet none of those who went 'WickSick'... --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
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Ahem, on another, non-WickSick note - the Anthropological Society on Shartak Issues is proud to cooperate with the Royal Expedition. We are can not give out stipends yet, but are eager to hear your findings in nicely prepared essays! --[[User:Foo Fighter|Foo Fighter]] 17:24, 5 April 2006 (BST)&lt;br /&gt;
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With regard the disputed 'Western Island/Islet', if I could turn your attention to the UBER map - the letters RE have now been blazed in the jungle. Perhaps someone would care to suggest a name? [[User:Anothertwilight|Anothertwilight]] 02:03, 13 April 2006 (BST) aka Morgan Freelance&lt;br /&gt;
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==The Mountaineers==	 &lt;br /&gt;
As fellow explorers with a hatred for those bloody savages scattered about the island like so many animals, we of the [[Mountaineers]] (and, by that, I mean &amp;quot;I,&amp;quot; since, at present, I'm the one Mountaineer) greet you all and offer partnership. While I know your focus is on the islands, I'm sure that many of you are also curious about the mountain. Perhaps some of your number would be interested in preserving the mountain and protecting her from the foul savages. Any such individuals would be welcome in the Mountaineers (and, as is said on the page, they need not leave the RE). They won't find me there now, though, if they go looking; I'm making a supply run.--[[User:Wifey|Wifey]] 20:28, 15 May 2006 (BST)&lt;br /&gt;
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== War Board ==&lt;br /&gt;
&lt;br /&gt;
Our troops are in need to health and reinforcements to secure Shark Island.  Any RE members or allies with First Aid and/or FAQs to spare, please head to Shark Island Immediately!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Need supplies?  Head to either the Shipwreck or York to stock up.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Not an RE member but want to join the fight against all evil doers across Shartak?  Head to Shark Island and meet with an RE representative and join the fight for justice! &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{unsigned|One of many doctors|01:15, May 25, 2006}}&lt;br /&gt;
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== Denial of Eminem's application to join the RE ==&lt;br /&gt;
&lt;br /&gt;
''The follow has been rectracted:'' While I'm not an RE member, I'm somewhat disappointed to see that the request of [[User:Eminem1|Eminem]] (AKA [[User:Riddick|Riddick]]) to join the expedition has been denied (see [http://z9.invisionfree.com/Royal_Expedition/index.php?s=3a513265dbad7d9c52b864b555c80502&amp;amp;showtopic=14&amp;amp;st=15]) due to &amp;quot;zerging, forum trolling, and wiki abuse&amp;quot; (the latter being epitomized by [http://wiki.shartak.com/index.php?title=Main_Page&amp;amp;diff=prev&amp;amp;oldid=8652 this edit]). While I am certainly not excusing his offenses, I think he's learned from his mistakes, and I recommend that he be readopted into the RE as a probationary member so that he will have a chance to redeem himself with good behavior. That's exactly the course I would take if I had a clan, and I think it would speak highly of the RE if they showed themselves willing to forgive him in the name of the Queen while still watching him closely for a while.&lt;br /&gt;
&lt;br /&gt;
Whether or not this request is granted, I'm sure we could do a better job here on the wiki of writing down unwritten rules so that other newbies don't make the same (or other) irritating mistakes. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:20, 31 July 2006 (UTC)&lt;br /&gt;
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:We were also worried by his declaration, on the CP forums, that he was going to takeover Shark Island via a 'military style plan', and rename it 'Killer Island', and kill everyone who ventured there.  This was immediately followed by his application to join the clan, with the slightly bizarre declaration that he &amp;quot;love[s] SHARK ISLAND!&amp;quot;.  As Minister of Military Affairs, I felt concerned by this development, and it was one of the main reasons I sugested refusing him entry to the clan. -- [[User:Gitboy|Less Than Lethal]] 17:10, 31 July 2006 (UTC)&lt;br /&gt;
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::I guess you're talking about [http://z7.invisionfree.com/Colonial_Police/index.php?s=9d0784a737e743c6b40ea39890f1d4a9&amp;amp;showtopic=8&amp;amp;st=30 this 21 July post of his]. I understand perfectly why you've denied his application and I hereby retract my recommendation that he be made a probationary member. Thanks for the informative response. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:56, 31 July 2006 (UTC)&lt;br /&gt;
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{{delete| because there is already a page for this|02:12, 1 August 2006 (UTC)}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:One_of_many_doctors&amp;diff=9247</id>
		<title>User talk:One of many doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:One_of_many_doctors&amp;diff=9247"/>
		<updated>2006-08-01T02:05:46Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Archiving the RE talk page */&lt;/p&gt;
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&lt;div&gt;No. -[[User:Oulatek|Oulatek]] 15:25, 9 May 2006 (BST)&lt;br /&gt;
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== Deleting ''RE'' ==&lt;br /&gt;
&lt;br /&gt;
I don't mind your removal of the [[Template:Delete|delete template]] from [[RE]]; we'd already agreed to keep that one. For future reference, though, we usually discuss delete tag removals on [[Category talk:Delete]]. That's what the delete template recommends, but the notice doesn't appear on redirect pages, so you couldn't have seen it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 19:34, 29 June 2006 (UTC)&lt;br /&gt;
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== Archiving the RE talk page ==&lt;br /&gt;
&lt;br /&gt;
I've created an archive of the RE talk page at [[Talk:Royal Expedition/Archive]]. I think it will be best in the future if old comments are moved there rather than deleted, because deleted comments may be useful in the future but will be harder to find (and impossible to search for) if they exist only in past versions of a page. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 01:48, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*The RE already maintains a Archive page on its forum. We have never deleted a comment, they are stored on our site. If you care to have a look at it then by all means create an account with us. --[[User:One of many doctors|One of many doctors]] 02:05, 1 August 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9242</id>
		<title>Talk:Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Royal_Expedition&amp;diff=9242"/>
		<updated>2006-07-31T22:32:47Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== draft of an NPOV entry for the islet/island ==&lt;br /&gt;
I have attempted to draft what I hope is a relatively neutral-point-of-view entry for the wiki that links to both the Shark Island and La Islet Bonobo pages. I have tried to keep it relatively sparse and to link to the more detailled pages, rather than trying to encompass everything on one page (and inevitably leading to both groups feeling disatisfied that their position has been unfairly represented). I would appreciate your criticism and/or editiorial modifications.[[User:Anothertwilight|Anothertwilight]] 02:42, 5 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Notice  ==&lt;br /&gt;
&lt;br /&gt;
'''Evidence of [[Discordian Cargo Cult|DCC]] member killing &amp;quot;peaceful&amp;quot; RE member Morgan Freelance!  The DCC must be stopped!''':[http://wiki.shartak.com/index.php/Image:Evidence.jpg Evidence]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The despicable (although peculiarly honourable) members of the [[Discordian Cargo Cult|DCC]] have offered 'Terms of Engagement';&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
That given that the conflict revolves around ownership of [[Shark Island]] (called by some [[La Islet Bonobo]]) that any violence remain restricted only to said island.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Royal Expedition recognises the wisdom of not embroiling the innocent in war and so affirm the Terms and agree to be bound by them.&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9241</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=9241"/>
		<updated>2006-07-31T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Probationary Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
official_id=8|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=A democratically elected, publicly accountable senate, on behalf of HM the Queen|&lt;br /&gt;
clan_membership=Sweet 18/14 Lucky (Ingame)|&lt;br /&gt;
clan_goals=Bringing civilisation and the rule of the Crown to this barbarian land|&lt;br /&gt;
clan_recruit=Post on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum]|&lt;br /&gt;
clan_contact=[http://s9.invisionfree.com/Royal_Expedition/index.php Via our Forum]|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' is the longest-running clan in [http://www.shartak.com Shartak].&lt;br /&gt;
&lt;br /&gt;
We aim to spread the benefits of civilisation and the protection of the Crown across this new land, and build a colony worthy of Her Majesty.  God Save The Queen!&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you're interested in joining then post your details on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum].&lt;br /&gt;
&lt;br /&gt;
===Senate Members===&lt;br /&gt;
{{profile|878|Gandhi}}, Minister of Intelligence&lt;br /&gt;
&lt;br /&gt;
{{profile|669|Jones Dye}}, Minister of Science and Exploration&lt;br /&gt;
&lt;br /&gt;
{{profile|771|Less Than Lethal}}, Minister of Military Affairs&lt;br /&gt;
&lt;br /&gt;
===Active Members===&lt;br /&gt;
'''Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|647|Morgan Freelance}}, discoverer of [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
{{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''Non-Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
{{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
{{profile|713|Grigoriy}}&lt;br /&gt;
&lt;br /&gt;
{{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
{{profile|547|Urban Me}}&lt;br /&gt;
&lt;br /&gt;
===Probationary Members===&lt;br /&gt;
''(inquire for more details)''&lt;br /&gt;
&lt;br /&gt;
{{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
{{profile|447|Otis the Red}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Shark Island===&lt;br /&gt;
[[Shark Island]] is a small island off the west coast of Shartak, and was claimed by {{profile|647|Morgan Freelance}} for the expedition on the 26th of February, 2006.  The island is used as a base and staging post by the Expedition.  However, the dastardly [[Discordian Cargo Cult]] also claim the island as theirs, and a bitter war rages across the island as a result of this.  Although we remain in control of the island, this fighting nessecitates frequent patrols and skirmishes to maintain the influence of the Crown.&lt;br /&gt;
&lt;br /&gt;
To avoid the escalation of hostilities and the destabilising effect this would have on the colonisation of Shartak, the two sides have agreed to confine the conflict to Shark Island, and not attack each other on the mainland.&lt;br /&gt;
&lt;br /&gt;
===Field Hospital===&lt;br /&gt;
The [[RE field hospital|Field Hospital]] in York offers free healing to all who need it, to aid the spread of civilisation across this dangerous and untamed land.&lt;br /&gt;
&lt;br /&gt;
===Derby North Road===&lt;br /&gt;
The first road to be cleared on the island, the highway ran north from [[Derby]] and then turned west towards [[Wiksik]].  Forged by a small team of heroic Expeditionaries with the help of several civilians, the road reached Wiksik but then ground to a halt as the brave men came under attack from local headhunters.  The maintenance of the road is now the responsibility of the [[Civilized Highway Society]], who have incoporated it into their island-wide road network as the Wiksik-Derby Highway.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== July 2006 ===&lt;br /&gt;
'''13th''' - [[RE field hospital|Field Hospital]] established in [[York]]&lt;br /&gt;
&lt;br /&gt;
=== June 2006 ===&lt;br /&gt;
'''10th''' - The senate votes to join the [[Identify Friend or Foe]] Initiative (5 votes to 2)&lt;br /&gt;
&lt;br /&gt;
'''8th''' - Following debate in the senate, a truce on Shark Island is proposed to {{profile|1122|Eris}}, leader of the [[Discordian Cargo Cult|DCC]], but is violently rejected&lt;br /&gt;
&lt;br /&gt;
'''5th''' - New member, {{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
=== May 2006 ===&lt;br /&gt;
'''30th''' - New member, {{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
'''24th''' - Clan offically established [http://www.shartak.com/clanview.cgi?id=8 ingame]&lt;br /&gt;
&lt;br /&gt;
'''18th''' - [[#Bill 2|Bill 2]] is rejected by the senate (3 votes to 1)&lt;br /&gt;
&lt;br /&gt;
'''11th''' - [[#Bill 1|Bill 1]] passes unanimously (4 votes to 0).  [[#Bill 2|Bill 2]] (Identity Protection) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
'''4th''' - [[#Bill 1|Bill 1]] (Full Individual Membership in the Royal Expedition) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
=== April 2006 ===&lt;br /&gt;
'''29th''' - [[Discordian Cargo Cult]]ist {{profile|601|Oulatek}} [http://wiki.shartak.com/index.php/Image:Evidence.jpg brutally murders] {{profile|647|Morgan Freelance}}, precipitating the [[#Shark Island|Shark Island Civil War]]&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New members, {{profile|669|Jones Dye}} and {{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
'''16th''' - New member, {{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
'''13th''' - [[Shark Island]] clearly [http://wiki.shartak.com/index.php/Image:Regraf.PNG marked] as ours&lt;br /&gt;
&lt;br /&gt;
'''7th''' - The [[Discordian Cargo Cult]] lay claim to [[Shark Island]], threatening to kill any RE members on the isle who do not join their ranks&lt;br /&gt;
&lt;br /&gt;
=== March 2006 ===&lt;br /&gt;
'''30th''' - [http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New member, {{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
'''18th''' - New member, {{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
'''12th''' - New provisional member, {{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
'''6th'''  - New member, {{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''3rd'''  - New member, {{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
===February 2006===&lt;br /&gt;
'''26th''' - [[Shark Island]] claimed for the Expedition and the Crown by {{profile|647|Morgan Freelance}}&lt;br /&gt;
&lt;br /&gt;
'''22nd''' - {{profile|647|Morgan Freelance}} sets out on the first ever expedition to [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules and Laws==&lt;br /&gt;
The following are bills that have been debated and voted on by the members of the expedition, and form the rules and guidelines by which the clan operates.  All new bills must pass before the senate, so that the clan develops in a fully democratic fashion to reflect the desires of all our members.&lt;br /&gt;
&lt;br /&gt;
===Bill 1===&lt;br /&gt;
'''Full Individual Membership in the Royal Expedition'''&lt;br /&gt;
&lt;br /&gt;
* To join the clan, players must have an Outsider character (not including pirates)&lt;br /&gt;
* Members cannot be a member of any group which is in conflict with the Royal Expedition&lt;br /&gt;
* Members must swear not to kill other outsiders, except in self-defense, or on the orders of a Captain.&lt;br /&gt;
* Possesion of a Native account is acceptable as long as clause 1 and 2 are respected&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 4th May 2006, underwent two major revisions, and was passed on the 11th May 2006 by 4 votes to 0.&lt;br /&gt;
&lt;br /&gt;
===Bill 2===&lt;br /&gt;
'''Identity Protection'''&lt;br /&gt;
&lt;br /&gt;
''Please note that this bill was rejected by the Senate, and is recorded here simply for historical reasons.''&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise instructed, full members will have their names removed from the wiki list to protect their identities and not publicly publish our member list&lt;br /&gt;
*There will be a quick contact list on the wiki with the IMs of the foreign affairs and/or the public sercurity departments&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 11th May 2006, and was rejected on the 18th May 2006 by 3 votes to 1.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8878</id>
		<title>RE field hospital</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8878"/>
		<updated>2006-07-19T22:33:17Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located at [-70.366,+26.319] North-East [[York]], the '''[[RE]] field hospital''' is open to all Outsiders (even [[Discordian Cargo Cult]] members as long as they don't attack). Healing is free but charitable donations are always welcomed. Service is on a first come first serve basis and supplies are currently limited.&lt;br /&gt;
&lt;br /&gt;
Please note that although the [[RE]] operates this hospital the group is not devoted entirely to these endevours. Some of our operations may be more clandestine or millitary in nature.&lt;br /&gt;
&lt;br /&gt;
===EMS Services===&lt;br /&gt;
Although we are not currently offering an EMS service, we do recommend that you join a large group if unable to reach the hospital and in need medical attention.  Patrols are done daily by dedicated volunteers who usually check out groups of 3+ or notable locations (Medical hut, Trader's Tavern, etcetera).&lt;br /&gt;
&lt;br /&gt;
===Expansion plans===&lt;br /&gt;
We are always on the lookout for aspiring doctors in [[Durham]] and [[Derby]]. Please contact us at our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=8682</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=8682"/>
		<updated>2006-07-16T20:48:29Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Probationary Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=A democratically elected, publicly accountable senate, on behalf of HM the Queen|&lt;br /&gt;
clan_membership=Sweet 18/14 Lucky (Ingame)|&lt;br /&gt;
clan_goals=Bringing civilisation and the rule of the Crown to this barbarian land|&lt;br /&gt;
clan_recruit=Post on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum]|&lt;br /&gt;
clan_contact=[http://s9.invisionfree.com/Royal_Expedition/index.php Via our Forum]|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' is the longest-running clan in [http://www.shartak.com Shartak].&lt;br /&gt;
&lt;br /&gt;
We aim to spread the benefits of civilisation and the protection of the Crown across this new land, and build a colony worthy of Her Majesty.  God Save The Queen!&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
If you're interested in joining then post your details on our [http://s9.invisionfree.com/Royal_Expedition/index.php?showforum=1  Recruitment Forum].&lt;br /&gt;
&lt;br /&gt;
===Senate Members===&lt;br /&gt;
{{profile|878|Gandhi}}, Minister of Intelligence&lt;br /&gt;
&lt;br /&gt;
{{profile|669|Jones Dye}}, Minister of Science and Exploration&lt;br /&gt;
&lt;br /&gt;
{{profile|771|Less Than Lethal}}, Minister of Military Affairs&lt;br /&gt;
&lt;br /&gt;
===Active Members===&lt;br /&gt;
'''Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|647|Morgan Freelance}}, discoverer of [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
{{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''Non-Captains'''&lt;br /&gt;
&lt;br /&gt;
{{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
{{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
{{profile|713|Grigoriy}}&lt;br /&gt;
&lt;br /&gt;
{{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
{{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
{{profile|547|Urban Me}}&lt;br /&gt;
&lt;br /&gt;
===Probationary Members=== ''(inquire for more details)''&lt;br /&gt;
{{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
{{profile|447|Otis the Red}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
{{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Shark Island===&lt;br /&gt;
[[Shark Island]] is a small island off the west coast of Shartak, and was claimed by {{profile|647|Morgan Freelance}} for the expedition on the 26th of February, 2006.  The island is used as a base and staging post by the Expedition.  However, the dastardly [[Discordian Cargo Cult]] also claim the island as theirs, and a bitter war rages across the island as a result of this.  Although we remain in control of the island, this fighting nessecitates frequent patrols and skirmishes to maintain the influence of the Crown.&lt;br /&gt;
&lt;br /&gt;
To avoid the escalation of hostilities and the destabilising effect this would have on the colonisation of Shartak, the two sides have agreed to confine the conflict to Shark Island, and not attack each other on the mainland.&lt;br /&gt;
&lt;br /&gt;
===Field Hospital===&lt;br /&gt;
The [[RE field hospital|Field Hospital]] in York offers free healing to all who need it, to aid the spread of civilisation across this dangerous and untamed land.&lt;br /&gt;
&lt;br /&gt;
===Derby North Road===&lt;br /&gt;
The first road to be cleared on the island, the highway ran north from [[Derby]] and then turned west towards [[Wiksik]].  Forged by a small team of heroic Expeditionaries with the help of several civilians, the road reached Wiksik but then ground to a halt as the brave men came under attack from local headhunters.  The maintenance of the road is now the responsibility of the [[Civilized Highway Society]], who have incoporated it into their island-wide road network as the Wiksik-Derby Highway.&lt;br /&gt;
&lt;br /&gt;
== News ==&lt;br /&gt;
=== July 2006 ===&lt;br /&gt;
'''13th''' - [[RE field hospital|Field Hospital]] established in [[York]]&lt;br /&gt;
&lt;br /&gt;
=== June 2006 ===&lt;br /&gt;
'''10th''' - The senate votes to join the [[Identify Friend or Foe]] Initiative (5 votes to 2)&lt;br /&gt;
&lt;br /&gt;
'''8th''' - Following debate in the senate, a truce on Shark Island is proposed to {{profile|1122|Eris}}, leader of the [[Discordian Cargo Cult|DCC]], but is violently rejected&lt;br /&gt;
&lt;br /&gt;
'''5th''' - New member, {{profile|2932|Kaliwen}}&lt;br /&gt;
&lt;br /&gt;
=== May 2006 ===&lt;br /&gt;
'''30th''' - New member, {{profile|1085|Slith}}&lt;br /&gt;
&lt;br /&gt;
'''24th''' - Clan offically established [http://www.shartak.com/clanview.cgi?id=8 ingame]&lt;br /&gt;
&lt;br /&gt;
'''18th''' - [[#Bill 2|Bill 2]] is rejected by the senate (3 votes to 1)&lt;br /&gt;
&lt;br /&gt;
'''11th''' - [[#Bill 1|Bill 1]] passes unanimously (4 votes to 0).  [[#Bill 2|Bill 2]] (Identity Protection) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
'''4th''' - [[#Bill 1|Bill 1]] (Full Individual Membership in the Royal Expedition) proposed to the senate&lt;br /&gt;
&lt;br /&gt;
=== April 2006 ===&lt;br /&gt;
'''29th''' - [[Discordian Cargo Cult]]ist {{profile|601|Oulatek}} [http://wiki.shartak.com/index.php/Image:Evidence.jpg brutally murders] {{profile|647|Morgan Freelance}}, precipitating the [[#Shark Island|Shark Island Civil War]]&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New members, {{profile|669|Jones Dye}} and {{profile|818|Sgt Sharpe}}&lt;br /&gt;
&lt;br /&gt;
'''16th''' - New member, {{profile|936|Elena Barton}}&lt;br /&gt;
&lt;br /&gt;
'''13th''' - [[Shark Island]] clearly [http://wiki.shartak.com/index.php/Image:Regraf.PNG marked] as ours&lt;br /&gt;
&lt;br /&gt;
'''7th''' - The [[Discordian Cargo Cult]] lay claim to [[Shark Island]], threatening to kill any RE members on the isle who do not join their ranks&lt;br /&gt;
&lt;br /&gt;
=== March 2006 ===&lt;br /&gt;
'''30th''' - [http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&lt;br /&gt;
'''19th''' - New member, {{profile|1521|Techker7}}&lt;br /&gt;
&lt;br /&gt;
'''18th''' - New member, {{profile|87|Malphas}}&lt;br /&gt;
&lt;br /&gt;
'''12th''' - New provisional member, {{profile|1223|M Tek}}&lt;br /&gt;
&lt;br /&gt;
'''6th'''  - New member, {{profile|191|Ownslaught}}&lt;br /&gt;
&lt;br /&gt;
'''3rd'''  - New member, {{profile|1079|Domokun}}&lt;br /&gt;
&lt;br /&gt;
===February 2006===&lt;br /&gt;
'''26th''' - [[Shark Island]] claimed for the Expedition and the Crown by {{profile|647|Morgan Freelance}}&lt;br /&gt;
&lt;br /&gt;
'''22nd''' - {{profile|647|Morgan Freelance}} sets out on the first ever expedition to [[Shark Island]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules and Laws==&lt;br /&gt;
The following are bills that have been debated and voted on by the members of the expedition, and form the rules and guidelines by which the clan operates.  All new bills must pass before the senate, so that the clan develops in a fully democratic fashion to reflect the desires of all our members.&lt;br /&gt;
&lt;br /&gt;
===Bill 1===&lt;br /&gt;
'''Full Individual Membership in the Royal Expedition'''&lt;br /&gt;
&lt;br /&gt;
* To join the clan, players must have an Outsider character (not including pirates)&lt;br /&gt;
* Members cannot be a member of any group which is in conflict with the Royal Expedition&lt;br /&gt;
* Members must swear not to kill other outsiders, except in self-defense, or on the orders of a Captain.&lt;br /&gt;
* Possesion of a Native account is acceptable as long as clause 1 and 2 are respected&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 4th May 2006, underwent two major revisions, and was passed on the 11th May 2006 by 4 votes to 0.&lt;br /&gt;
&lt;br /&gt;
===Bill 2===&lt;br /&gt;
'''Identity Protection'''&lt;br /&gt;
&lt;br /&gt;
''Please note that this bill was rejected by the Senate, and is recorded here simply for historical reasons.''&lt;br /&gt;
&lt;br /&gt;
*Unless otherwise instructed, full members will have their names removed from the wiki list to protect their identities and not publicly publish our member list&lt;br /&gt;
*There will be a quick contact list on the wiki with the IMs of the foreign affairs and/or the public sercurity departments&lt;br /&gt;
&lt;br /&gt;
This bill was proposed to the senate on the 11th May 2006, and was rejected on the 18th May 2006 by 3 votes to 1.&lt;br /&gt;
&lt;br /&gt;
{{IdentifyFriendOrFoe}}&lt;br /&gt;
&lt;br /&gt;
{{REOperation}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for outsiders]] [[Category:Officially recognized clans]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8579</id>
		<title>RE field hospital</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8579"/>
		<updated>2006-07-14T16:12:43Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located at [-70.366,+26.319] North-East [[York]], the '''[[RE]] field hospital''' is open to all Outsiders (even [[Discordian Cargo Cult]] members as long as they don't attack). Healing is free but charitable donations are always welcomed. Service is on a first come first serve basis and supplies are currently limited.&lt;br /&gt;
&lt;br /&gt;
Please note that although the [[RE]] operates this hospital the group is not devoted entirely to these endevours. Some of our operations may be more clandestine or millitary in nature.&lt;br /&gt;
&lt;br /&gt;
===EMS Services===&lt;br /&gt;
Although we are not currently offering an EMS service, we do recommend that you join a large group if unable to reach the hospital and in need medical attention.  Patrols are done daily by dedicated volunteers who usually check out groups of 3+ or notable locations (Medical hut, Trader's Tavern, etcetera).&lt;br /&gt;
&lt;br /&gt;
===Patrons===&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=487 Gitboy] 30 GC&lt;br /&gt;
&lt;br /&gt;
===Expansion plans===&lt;br /&gt;
We are always on the lookout for aspiring doctors in [[Durham]] and [[Derby]]. Please contact us at our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=8578</id>
		<title>User:One of many doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=8578"/>
		<updated>2006-07-14T15:55:04Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Anecdotes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the RE&lt;br /&gt;
&lt;br /&gt;
== Anecdotes ==&lt;br /&gt;
''You give nothing to a native. They don't seem very impressed by your generosity!'' '''-18:36, 24 June 2006'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
''Upon closer examination, it looks like a machete is a weapon.'' '''-15:53, 14 July 2006 '''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Shark_Island&amp;diff=8574</id>
		<title>Shark Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Shark_Island&amp;diff=8574"/>
		<updated>2006-07-14T03:55:54Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Regraf.PNG|thumb|Screen capture of &amp;quot;RE&amp;quot; pattern as seen on April 16, 2006]]&lt;br /&gt;
&lt;br /&gt;
'''Shark Island''' is the name of the largest of the three islands off the west coast of Shartak, according to the [[Royal Expedition]]. Two of these bodies of land measure barely a dozen units at their widest, and should properly be referred to as islets. The largest stretches over fifty units along its main axis and more than a dozen at its waist and is an island proper.&lt;br /&gt;
&lt;br /&gt;
While no trees have been sighted, smaller banana and mango plants provide some fruit and demonstrate that the island could be cultivated at some future point.&lt;br /&gt;
&lt;br /&gt;
== History and Discovery ==&lt;br /&gt;
The island was first visited by [http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]. He had begun to suspect the existence of a smaller island off the west coast of the main island after noting that the Shartak logo contained a map, and that the 'S' of 'Shartak' all but obscured another land mass. On February 22 he [[Talk:Royal_Expedition#Old_Comments|announced]] his findings to other members of the [[Royal Expedition]] and set out. By February 26 he had set foot upon this new land, claiming it in the name of HRH.&lt;br /&gt;
&lt;br /&gt;
A second expedition was mounted, led by the formidable [http://www.shartak.com/profile.cgi?id=713 Grigoriy], which proceeded to map much of this new land and opened up the interior to further adventurers and explorers.&lt;br /&gt;
&lt;br /&gt;
It was with some surprise that they returned to discover that, in their absence, their findings had been appropriated by members of the [[Discordian Cargo Cult]]. The [[Discordian Cargo Cult|DCC]] had violated the spirit of discovery and taken to referring to the island by the title '[[La Islet Bonobo]]' and claiming the territory as their own.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance] vowed to return and by 13 April had blazed the letters 'RE' into the jungle of the island, sufficient to be visible from satellite. His efforts were resisted by geurilla activity from [[Discordian Cargo Cult|DCC]] members, one of whom was slain in the ensuing skirmish. [http://www.shartak.com/profile.cgi?id=647 Morgan], himself, died shortly thereafter in a brutal retaliatory killing which has sparked a full scale conflict between members of both the [[Discordian Cargo Cult|DCC]] and the [[Royal Expedition|RE]]&lt;br /&gt;
&lt;br /&gt;
Both groups have agreed that the conflict shall only be prosecuted on the disputed territory, and that neither party shall pursue this matter on the mainland.&lt;br /&gt;
&lt;br /&gt;
At the time of this writing, the island has been claimed as the territory of two clans: The [[Royal Expedition]], and the [[Discordian Cargo Cult]].&lt;br /&gt;
&lt;br /&gt;
{{REOperation}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=8573</id>
		<title>User:One of many doctors</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:One_of_many_doctors&amp;diff=8573"/>
		<updated>2006-07-14T03:54:27Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Member of the RE&lt;br /&gt;
&lt;br /&gt;
== Anecdotes ==&lt;br /&gt;
''You give nothing to a native. They don't seem very impressed by your generosity!'' '''-18:36, 24 June 2006'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category:RE_pages&amp;diff=8572</id>
		<title>Category:RE pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category:RE_pages&amp;diff=8572"/>
		<updated>2006-07-14T03:48:56Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are run by the [[RE]] or its members.&lt;br /&gt;
&lt;br /&gt;
See [[Template:REOperation]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8571</id>
		<title>RE field hospital</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=RE_field_hospital&amp;diff=8571"/>
		<updated>2006-07-14T03:48:01Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Located at [-70.366,+26.319] North-East [[York]], the '''[[RE]] field hospital''' is open to all Outsiders (even [[Discordian Cargo Cult]] members as long as they don't attack). Healing is free but charitable donations are always welcomed. Service is on a first come first serve basis and supplies are currently limited.&lt;br /&gt;
&lt;br /&gt;
Please note that although the [[RE]] operates this hospital the group is not devoted entirely to these endevours. Some of our operations may be more clandestine or millitary in nature.&lt;br /&gt;
&lt;br /&gt;
===Patrons===&lt;br /&gt;
*[http://www.shartak.com/profile.cgi?id=487 Gitboy] 30 GC&lt;br /&gt;
&lt;br /&gt;
===Expansion plans===&lt;br /&gt;
We are always on the lookout for aspiring doctors in [[Durham]] and [[Derby]]. Please contact us at our [http://s9.invisionfree.com/Royal_Expedition/index.php forum].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{REOperation}}&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category:RE_pages&amp;diff=8570</id>
		<title>Category:RE pages</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Category:RE_pages&amp;diff=8570"/>
		<updated>2006-07-14T03:47:27Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These pages are run by the [[RE]] or its members.&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=8569</id>
		<title>Royal Expedition</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Royal_Expedition&amp;diff=8569"/>
		<updated>2006-07-14T03:45:55Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Royal Expedition|&lt;br /&gt;
clan_image=[[Image:Untitled-1 copy.jpg]]|&lt;br /&gt;
clan_abbrev=RE|&lt;br /&gt;
clan_leaders=None yet|&lt;br /&gt;
clan_membership=Sweet 18/14 Lucky (InGame)|&lt;br /&gt;
clan_goals=Increasing our numbers for now|&lt;br /&gt;
clan_recruit=Just add your name to the list and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php forum]|&lt;br /&gt;
clan_contact=http://s9.invisionfree.com/Royal_Expedition/index.php|&lt;br /&gt;
}}&lt;br /&gt;
'''The Royal Expedition''' was the first group created in [[Shartak]].&amp;lt;br&amp;gt;&lt;br /&gt;
We are a group of outsiders of.&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you're from York, Derby, or Durham, doesn't matter.&amp;lt;br&amp;gt;&lt;br /&gt;
Positions? Sign up to find out more.&amp;lt;br&amp;gt;&lt;br /&gt;
We're ironing out the details right now.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you're interested in joining then just add your name below and sign up for the [http://s9.invisionfree.com/Royal_Expedition/index.php Forum]&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=547 Urban Me]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=647 Morgan Freelance]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=713 Grigoriy]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=878 Gandhi]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=771 Less Than Lethal]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1079 domokun]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=191 Ownslaught]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=936 Elena Barton]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=669 Jones Dye]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=818 Sgt Sharpe]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1085 Slith]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=2932 Kaliwen]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Probation''' (''inquire for more details'')&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=447 Otis the Red]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1223 Provisional Recruit-M Tek]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=87 Malphas]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1521 techker7]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== News ==&lt;br /&gt;
=== July 13th, 2006 ===&lt;br /&gt;
[[RE field hospital]] established&lt;br /&gt;
&lt;br /&gt;
=== June 5th, 2006 ===&lt;br /&gt;
New member, Kaliwen&lt;br /&gt;
=== May 30th, 2006 ===&lt;br /&gt;
New member, Slith&lt;br /&gt;
=== May 24th, 2006 ===&lt;br /&gt;
Clan established ingame&lt;br /&gt;
=== April ===&lt;br /&gt;
'''19th'''&lt;br /&gt;
&amp;lt;br&amp;gt;New members, Jones Dye &amp;amp; Sgt Sharpe&lt;br /&gt;
&amp;lt;br&amp;gt;'''16th'''&lt;br /&gt;
&amp;lt;br&amp;gt;New member, Elena Barton&lt;br /&gt;
&lt;br /&gt;
=== March, 2006 ===&lt;br /&gt;
'''30th'''&lt;br /&gt;
&amp;lt;br&amp;gt;[http://s9.invisionfree.com/Royal_Expedition/index.php Forum] established&lt;br /&gt;
&amp;lt;br&amp;gt;'''19th'''&lt;br /&gt;
&amp;lt;br&amp;gt;New member, techker7&lt;br /&gt;
&amp;lt;br&amp;gt;'''18th'''&lt;br /&gt;
&amp;lt;br&amp;gt;New member, Malphas&lt;br /&gt;
&amp;lt;br&amp;gt;'''12th'''&lt;br /&gt;
&amp;lt;br&amp;gt;New member, Provisional Recruit-M Tek&lt;br /&gt;
&amp;lt;br&amp;gt;'''6th''' &lt;br /&gt;
&amp;lt;br&amp;gt;New member, Ownslaught &lt;br /&gt;
&amp;lt;br&amp;gt;'''3rd''' &lt;br /&gt;
&amp;lt;br&amp;gt;New member, domokun!&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Old Comments can be found at the [http://wiki.shartak.com/index.php/Talk:Royal_Expedition Talk Page]&lt;br /&gt;
&amp;lt;br&amp;gt;Even older comments can be found at our forum&lt;br /&gt;
&lt;br /&gt;
{{REOperation}} &lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]] [[Category:Clans for outsiders]] [[Category:Officially recognized clans]]&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8568</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8568"/>
		<updated>2006-07-14T03:45:00Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| clear=&amp;quot;both&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #CC6600 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Untitled-1 copy.jpg]]||style=&amp;quot;background: #CC6600; text-align: center;&amp;quot;|'''[[:Category:RE pages|This is a RE operated page]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This page is either run by the [[Royal Expedition]] or it's members. We reserve the sole right to edit these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum]&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:RE pages|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Simply add the following to any page where you with this to be displayed: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{REOperation}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8567</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8567"/>
		<updated>2006-07-14T03:44:45Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| clear=&amp;quot;both&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #CC6600 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Untitled-1 copy.jpg]]||style=&amp;quot;background: #CC6600; text-align: center;&amp;quot;|'''[[:Category:RE pages|This is a RE operated page]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This page is either run by the [[Royal Expedition]] or it's members. We reserve the sole right to edit these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum]&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:RE pages|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Simply add the following to any page where you with this to be displayed: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{REOperation}}&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8566</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8566"/>
		<updated>2006-07-14T03:44:28Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| clear=&amp;quot;both&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: 0em 2em 0em 2em; border:solid #CC6600 2px; width: 500px;&amp;quot;&lt;br /&gt;
|rowspan=2|[[Image:Untitled-1 copy.jpg]]||style=&amp;quot;background: #CC6600; text-align: center;&amp;quot;|'''[[:Category:RE pages|This is a RE operated page]]'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This page is either run by the [[Royal Expedition]] or it's members. We reserve the sole right to edit these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum]&lt;br /&gt;
|}&amp;lt;includeonly&amp;gt;[[Category:RE pages|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Usage===&lt;br /&gt;
Simply add the following to any page where you with this to be displayed: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;{{REOperation}}&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8565</id>
		<title>Template:REOperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:REOperation&amp;diff=8565"/>
		<updated>2006-07-14T03:39:39Z</updated>

		<summary type="html">&lt;p&gt;One of many doctors: &lt;/p&gt;
&lt;hr /&gt;
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|rowspan=2|[[Image:Untitled-1 copy.jpg]]||style=&amp;quot;background: #CC6600; text-align: center;&amp;quot;|'''[[:Category:RE Operations|This is a RE Operations]]'''&lt;br /&gt;
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|style=&amp;quot;font-size: 90%; text-align: center;&amp;quot;|This page is either run by the [[Royal Expedition]] or it's members. We reserve the sole right to edit these pages. For more information either contact our [[RE|wiki page]] or our [http://s9.invisionfree.com/Royal_Expedition/index.php forum]&amp;lt;includeonly&amp;gt;[[Category:RE Operations|{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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===Usage===&lt;br /&gt;
Simply add the following to any page where you with this to be displayed: &lt;br /&gt;
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&amp;lt;nowiki&amp;gt;{{REOperation}}&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>One of many doctors</name></author>
		
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