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	<id>https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Postcardsaremine</id>
	<title>The Shartak Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Postcardsaremine"/>
	<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php/Special:Contributions/Postcardsaremine"/>
	<updated>2026-04-23T01:27:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=24503</id>
		<title>User:Postcardsaremine</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=24503"/>
		<updated>2018-05-23T02:32:45Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Delete| }}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=13733</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=13733"/>
		<updated>2007-04-16T11:57:28Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Two dead animals */&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;
===Reversed Movement===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=00:01, 1 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Lord Jones|Lord Jones]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=critical|&lt;br /&gt;
bug_description=All movement actions have been reversed. When I click the move button to the right of the screen I move left, when I click the move button on the top of the screen I move Down.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I guess that this is an April fools joke, and if it is, you got bustyed really early :P, if its not the game is screwed [[User:Lord Jones|Lord Jones]]&lt;br /&gt;
:OK, now I feel stupid... Even after learning about the reversed movement from my native character, I seem to have gotten my pirate wedged against the face of Mt. Shartak. The only squares I'm capable of moving into would send me backwards into the mountain, and I can't click on the mountain squares themselves to get out of this little corner I've found myself in, so I'm basically stuck... In true Shartak fashion, though, I commemorated the event by erecting a sign on the spot :p --[[User:Specialist290|Specialist290]] 00:48, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I got used to it realy quickly, but still, the worry it caused me when I thought it was my PC spelling eveybody's name backwards too. Then i ran away from somebody's corpse, in the wrong direction. Come on, what's going on? --[[User:Rozen|Rozen]] 08:49, 1 April 2007 (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;
::It's a &amp;quot;feature&amp;quot; of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)&lt;br /&gt;
::: &amp;quot;blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife.&amp;quot; today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (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;
===Contact list numbers===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=21:24, 20 October 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=My contact list for player id #74 somehow got 52 contacts on it.  I can't add anymore - the contacts.cgi page says: &amp;quot;You have 52 added so far and can add -2 more.&amp;quot; - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on.  I counted up the number of contacts i have, and indeed there are 52.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --[[User:Simon|Simon]] 13:17, 24 October 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;
&lt;br /&gt;
===Sharpening Stone Glitch===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=Jan. 06 2006(UTC)|&lt;br /&gt;
bug_author=[[User:Earl Madness|Earl Madness]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=medium |&lt;br /&gt;
bug_description=sharpening stones don't dissapear when I use them.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&lt;br /&gt;
This isn't a bug, it's normal. You wouldn't normally use an oilstone once and throw it away. However, perhaps sharpening stones should wear out after a number of uses. Might be worth proposing on the forum or wiki suggestion page. --[[User:Simon|Simon]] 19:14, 6 January 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Your camp is right here, in a ruin===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=05:28, 7 January 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description= A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.' |&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 have been fixed a couple of weeks back. --[[User:Simon|Simon]] 22:16, 30 January 2007 (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;
===Two shot===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=16:05, 10 January 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --[[User:Simon|Simon]] 22:16, 30 January 2007 (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;
===Can't pick or change clans===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=13:09, 29 January 2007 (UTC)|&lt;br /&gt;
bug_author=Crowjane and all alts|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=med |&lt;br /&gt;
bug_description=The edit profile page neither allows me to change my clan nor pick more than one clan.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Visit the relevant clan page, join the clan by clicking the button. Visit another clan page, click the join button.&lt;br /&gt;
By default, the primary clan will be the first one you joined, but using the edit profile page, you can change your primary clan to be the other one. This is slightly different to how the edit profile clan section used to work, but given that there are more restrictions possible on the clans now, it seemed a logical change. --[[User:Simon|Simon]] 22:08, 30 January 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Haggling Text when Selling===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=23:39, 4 February 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC).  Shouldn't it be that the trader isn't prepared to pay more?|&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;br /&gt;
===Redirect on login to //game.cgi===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=05:12, 8 February 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.&lt;br /&gt;
This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I was to post it myself, quite an annoying one - [[User:Lama|Lama]].&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Don't get XP when hitting someone with glancing blow===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=21:58, 2 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Che|Che, slayer of Arminius.]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=When attacking Charles the Dead, I noticed I only received 1 XP when I hit him for 3 damage. That isn't the bug. It was when I hit him with a glancing blow I didn't get any XP. This may be a bug, or it could be whatever.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*This seems to be fairly simple. When you attack someone of your same faction, you get 1/2 XP as normal, rounded down. So instead of 1.5 XP for 3 HP damage, you get 1 XP. And instead of .5 XP for 1 HP damage, you get none. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:46, 1 April 2007 (UTC)&lt;br /&gt;
* Quite right. This is not a bug. :) --[[User:Simon|Simon]] 14:52, 10 April 2007 (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;
===Buying Items over Inventory limit===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=03:20, 16 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70.  This seems wrong?|&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;br /&gt;
&lt;br /&gt;
===Item multiplication in holes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=13:38, 18 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Xintlaer|Xintlaer]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=critical|&lt;br /&gt;
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (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;
===Tracking: A body is right here!===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=06:34, 24 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I was tracking a large stag, and killed it.  Afterwards, I looked for tracks in the same square and was told:&lt;br /&gt;
&amp;lt;br&amp;gt;Dense jungle with a few tall trees and plenty of vines hanging from them. &lt;br /&gt;
&amp;lt;br&amp;gt;Also here is the body of a large stag.&lt;br /&gt;
&amp;lt;br&amp;gt;...&lt;br /&gt;
&amp;lt;br&amp;gt;There are a few tracks here.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;A large stag is right here!&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;I have to assume the large stag that was 'right here' was the body... Which doesn't seem right?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*That would be because the deer did not leave the square. If it had, that would trigger the change. But this is useful when you discover a player body, because you can track and see whether the body is outsider or native. And whether outsider or native killed the player. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:50, 1 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===New clan not showing up===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=02:43, 9 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=I created a new clan last night.  It shows up when I go to the &amp;quot;Clans&amp;quot; screen and click &amp;quot;Edit my current clan&amp;quot;, but it doesn't show up in my profile, nor does it show up on the list of clans.  Clan ID is 165.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
93. Shartak Merchants' Association&lt;br /&gt;
&amp;lt;br&amp;gt;It's currently showing in the list of clans.  Are you a member of your clan?--[[User:Johan Crichton|Johan Crichton]] 06:59, 10 April 2007 (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;
===Two dead animals===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=, 11:57, 16 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Postcardsaremine|Postcardsaremine]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I killed two wild boars today. But i had this:&lt;br /&gt;
&lt;br /&gt;
Here you can see Michael Edwards (84 of 85 HP).&lt;br /&gt;
Also here is the body of a wild boar, and the body of a wild boar.&lt;br /&gt;
&lt;br /&gt;
shouldn't it say something like there are two dead wild boar bodies here. or something shorter?&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Bugs&amp;diff=13732</id>
		<title>Bugs</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Bugs&amp;diff=13732"/>
		<updated>2007-04-16T11:56:32Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: two dead animals&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;
===Reversed Movement===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=00:01, 1 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Lord Jones|Lord Jones]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=critical|&lt;br /&gt;
bug_description=All movement actions have been reversed. When I click the move button to the right of the screen I move left, when I click the move button on the top of the screen I move Down.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I guess that this is an April fools joke, and if it is, you got bustyed really early :P, if its not the game is screwed [[User:Lord Jones|Lord Jones]]&lt;br /&gt;
:OK, now I feel stupid... Even after learning about the reversed movement from my native character, I seem to have gotten my pirate wedged against the face of Mt. Shartak. The only squares I'm capable of moving into would send me backwards into the mountain, and I can't click on the mountain squares themselves to get out of this little corner I've found myself in, so I'm basically stuck... In true Shartak fashion, though, I commemorated the event by erecting a sign on the spot :p --[[User:Specialist290|Specialist290]] 00:48, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I got used to it realy quickly, but still, the worry it caused me when I thought it was my PC spelling eveybody's name backwards too. Then i ran away from somebody's corpse, in the wrong direction. Come on, what's going on? --[[User:Rozen|Rozen]] 08:49, 1 April 2007 (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;
::It's a &amp;quot;feature&amp;quot; of the trading, although it does seem a little harsh. --[[User:Simon|Simon]] 12:49, 14 October 2006 (UTC)&lt;br /&gt;
::: &amp;quot;blunt knives are in short supply so I want more than the usual cost. I want two knives for a blunt knife.&amp;quot; today. This isn't a glitch but you should still fix it. why don't we suggest blunt and non-blunt weapons being added together for the price? --[[User:AlexanderRM|AlexanderRM]] 00:30, 13 April 2007 (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;
===Contact list numbers===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=21:24, 20 October 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=My contact list for player id #74 somehow got 52 contacts on it.  I can't add anymore - the contacts.cgi page says: &amp;quot;You have 52 added so far and can add -2 more.&amp;quot; - but i was wondering if there was a bug that allowed me to get 52 contacts, or if the restrictions that were in place weren't effective until a couple days ago (i don't recall when i last added to my list), or if there's some off-by-two math errors going on.  I counted up the number of contacts i have, and indeed there are 52.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Restrictions have been in place from the start. Probably just a buglet and I've a fairly good idea where. --[[User:Simon|Simon]] 13:17, 24 October 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;
&lt;br /&gt;
===Sharpening Stone Glitch===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=Jan. 06 2006(UTC)|&lt;br /&gt;
bug_author=[[User:Earl Madness|Earl Madness]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=medium |&lt;br /&gt;
bug_description=sharpening stones don't dissapear when I use them.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&lt;br /&gt;
This isn't a bug, it's normal. You wouldn't normally use an oilstone once and throw it away. However, perhaps sharpening stones should wear out after a number of uses. Might be worth proposing on the forum or wiki suggestion page. --[[User:Simon|Simon]] 19:14, 6 January 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Your camp is right here, in a ruin===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=05:28, 7 January 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description= A new character I have is being told that 'Your camp is right here', however, they're currently in a ruin quite some distance from their settlement. Leaving the ruin results in a more accurate 'Your camp is a great distance north-east.' |&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 have been fixed a couple of weeks back. --[[User:Simon|Simon]] 22:16, 30 January 2007 (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;
===Two shot===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=16:05, 10 January 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=Two issues, one minor, one fairly major, but short lived. First, I have a character who maintains an area of jungle, constantly keeping it clear of regrowth. Doing this for a few weeks I have gotten a feel for how fast the jungle regrows. Is it just me or has it been regrowing much faster lately? I'd estimate about twice as fast. Secondly, and more seriously, last night I tried to log in and the main page allowed me to creat a new character, but not log in as an existing character. I tried in both IE and firefox, but neither worked. It seems fixed now, but I figured I'd report this just in case it's something that comes and goes.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Jungle growth was modified just after Christmas to include an interesting feature (that no-one seems to have spotted yet). I did accidentally make it grow rather faster than previously but it should be back to normal again. The failure to login bit is probably due to session cookies not being set for the right domain. If you go to the main page and login there, it should work. Sometimes going to the game.cgi url directly might get the wrong domain associated with the cookie. --[[User:Simon|Simon]] 22:16, 30 January 2007 (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;
===Can't pick or change clans===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=13:09, 29 January 2007 (UTC)|&lt;br /&gt;
bug_author=Crowjane and all alts|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=med |&lt;br /&gt;
bug_description=The edit profile page neither allows me to change my clan nor pick more than one clan.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
Visit the relevant clan page, join the clan by clicking the button. Visit another clan page, click the join button.&lt;br /&gt;
By default, the primary clan will be the first one you joined, but using the edit profile page, you can change your primary clan to be the other one. This is slightly different to how the edit profile clan section used to work, but given that there are more restrictions possible on the clans now, it seemed a logical change. --[[User:Simon|Simon]] 22:08, 30 January 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Haggling Text when Selling===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=23:39, 4 February 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=When you're selling items to a trader, if you have haggling you get a message about the trader not prepared to lower his prices (IIRC).  Shouldn't it be that the trader isn't prepared to pay more?|&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;br /&gt;
===Redirect on login to //game.cgi===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=05:12, 8 February 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=When you login to Shartak, the redirect often takes you to http://www.shartak.com//game.cgi (double slash before game.cgi), while a quick refresh while get you to http://www.shartak.com/game.cgi this seems possibly a quick bug to fix.&lt;br /&gt;
This isn't a problem for the average user - but for those of us with greasemonkey scripts it can be problematic - and avoiding a refresh of the page would seem desirable?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
I was to post it myself, quite an annoying one - [[User:Lama|Lama]].&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===Don't get XP when hitting someone with glancing blow===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=21:58, 2 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Che|Che, slayer of Arminius.]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=When attacking Charles the Dead, I noticed I only received 1 XP when I hit him for 3 damage. That isn't the bug. It was when I hit him with a glancing blow I didn't get any XP. This may be a bug, or it could be whatever.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*This seems to be fairly simple. When you attack someone of your same faction, you get 1/2 XP as normal, rounded down. So instead of 1.5 XP for 3 HP damage, you get 1 XP. And instead of .5 XP for 1 HP damage, you get none. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:46, 1 April 2007 (UTC)&lt;br /&gt;
* Quite right. This is not a bug. :) --[[User:Simon|Simon]] 14:52, 10 April 2007 (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;
===Buying Items over Inventory limit===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=03:20, 16 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=low |&lt;br /&gt;
bug_description=While I don't think I could trade for more items to carry, it was possible for me to buy (with gold) the item putting my invsize at 72 / 70.  This seems wrong?|&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;br /&gt;
&lt;br /&gt;
===Item multiplication in holes===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=13:38, 18 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Xintlaer|Xintlaer]]|&lt;br /&gt;
bug_status=new |&lt;br /&gt;
bug_severity=critical|&lt;br /&gt;
bug_description=I dug the maximal depth of hole right south of the pirate shaman. Then I dropped a blowpipe into it, yet it didn't dissapear from my inventory, so I repeated it three times. Afterwards I filled the hole with earth up to the top, and the blowpipe was still in my inventory. When I dug back into the ground I found 3 blowpipes... I believe that this may lead to item multiplying and players multiplying their gold to insane amounts.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Shhh... don't tell everyone ;) Seriously though, this does seem like a bug, but I could have sworn this was fixed during testing. I'll have a poke around and see what's going on. --[[User:Simon|Simon]] 14:55, 10 April 2007 (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;
===Tracking: A body is right here!===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=06:34, 24 March 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I was tracking a large stag, and killed it.  Afterwards, I looked for tracks in the same square and was told:&lt;br /&gt;
&amp;lt;br&amp;gt;Dense jungle with a few tall trees and plenty of vines hanging from them. &lt;br /&gt;
&amp;lt;br&amp;gt;Also here is the body of a large stag.&lt;br /&gt;
&amp;lt;br&amp;gt;...&lt;br /&gt;
&amp;lt;br&amp;gt;There are a few tracks here.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;A large stag is right here!&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;I have to assume the large stag that was 'right here' was the body... Which doesn't seem right?|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*That would be because the deer did not leave the square. If it had, that would trigger the change. But this is useful when you discover a player body, because you can track and see whether the body is outsider or native. And whether outsider or native killed the player. -[[User:Mark D. Stroyer|Mark D. Stroyer]] 02:50, 1 April 2007 (UTC)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
===New clan not showing up===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=02:43, 9 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=med|&lt;br /&gt;
bug_description=I created a new clan last night.  It shows up when I go to the &amp;quot;Clans&amp;quot; screen and click &amp;quot;Edit my current clan&amp;quot;, but it doesn't show up in my profile, nor does it show up on the list of clans.  Clan ID is 165.|&lt;br /&gt;
bug_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
93. Shartak Merchants' Association&lt;br /&gt;
&amp;lt;br&amp;gt;It's currently showing in the list of clans.  Are you a member of your clan?--[[User:Johan Crichton|Johan Crichton]] 06:59, 10 April 2007 (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;
===Two dead animals===&lt;br /&gt;
{{bugreport|&lt;br /&gt;
bug_time=02:43, 9 April 2007 (UTC)|&lt;br /&gt;
bug_author=[[User:Postcardsaremine|Postcardsaremine]]|&lt;br /&gt;
bug_status=new|&lt;br /&gt;
bug_severity=low|&lt;br /&gt;
bug_description=I killed two wild boars today. But i had this:&lt;br /&gt;
&lt;br /&gt;
Here you can see Michael Edwards (84 of 85 HP).&lt;br /&gt;
Also here is the body of a wild boar, and the body of a wild boar.&lt;br /&gt;
&lt;br /&gt;
shouldn't it say something like there are two dead wild boar bodies here. or something shorter?&lt;br /&gt;
&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Movak&amp;diff=13670</id>
		<title>Movak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Movak&amp;diff=13670"/>
		<updated>2007-04-12T10:58:42Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: today's sighting of movak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
[[Shaman]] uses this page as a template for Movak's current location. Please observe the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags closely, and do not change them unless you know what you are doing.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Movak''' is a wandering [[shaman]] with no ties to any village.&lt;br /&gt;
&lt;br /&gt;
==Current sighting==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
&lt;br /&gt;
To update the current sighting, cut and paste the existing row to &amp;quot;Previous sightings&amp;quot;, removing the noinclude tags so that it looks like other previous sightings. Record the current GPS coordinates in the GPS template and record the date and time with &amp;lt;nowiki&amp;gt;~~~~~&amp;lt;/nowiki&amp;gt; (5 tildes). &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
* &amp;lt;/noinclude&amp;gt;{{GPS|70|401|26|463}}&amp;lt;br /&amp;gt;10:58, 12 April 2007 (UTC)&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Previous sightings==&lt;br /&gt;
&amp;lt;!-- New sightings belong at the TOP of this list --&amp;gt;&lt;br /&gt;
*&amp;gt;{{GPS|70|377|26|426}}&amp;lt;br /&amp;gt;01:03, 25 March 2007 (UTC&lt;br /&gt;
* {{GPS|70|374|26|428}}&amp;lt;br /&amp;gt;9:01, 28 February 2007 (UTC)&lt;br /&gt;
* {{GPS|70|394|26|389}}&amp;lt;br /&amp;gt;19:29, 1 January 2007 (UTC)&lt;br /&gt;
* {{GPS|70|357|26|411}}&amp;lt;br /&amp;gt;16:02, 15 December 2006 (UTC)&lt;br /&gt;
* {{GPS|70|365|26|400}}&amp;lt;br /&amp;gt;23:36, 25 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|387|26|367}}&amp;lt;br /&amp;gt;21:31, 12 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|365|26|370}}&amp;lt;br /&amp;gt;19:22, 10 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|360|26|383}}&amp;lt;br /&amp;gt;~04:00, 8 July 2006 (UTC)&lt;br /&gt;
* {{GPS|70|366|26|413}}&amp;lt;br /&amp;gt;23:25, 27 June 2006 (UTC&lt;br /&gt;
* {{GPS|70|415|26|360}}&amp;lt;br /&amp;gt;09:44, 8 June 2006 (BST)&lt;br /&gt;
* {{GPS|70|431|26|357}}&amp;lt;br /&amp;gt;12:55, 23 May 2006 (BST)&lt;br /&gt;
* {{GPS|70|433|26|336}}&amp;lt;br /&amp;gt;00:31, 16 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
{{Shamansnav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Shamans]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13545</id>
		<title>Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13545"/>
		<updated>2007-04-07T08:18:46Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: added a sketch of the court, and a view of york&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Ambassador Program - Part I== &lt;br /&gt;
  &lt;br /&gt;
This is the first of a three part series detailing the [[Derby Hospitallers]]' latest project. In this short introduction, we'll tell you what the program is, what the program does and why the program is. &lt;br /&gt;
 &lt;br /&gt;
The Ambassador of the Derby Hospitallers is a Hospitaller working in a different town; these Ambassadors help the town in any way they can, like the DH in Derby. Such projects the Ambassadors may undertake include making a hospital, academy or wandering around and healing people. The two current Ambassadors are Fester Shinetop of [[Durham]] and Broderick of [[York]]. &lt;br /&gt;
 &lt;br /&gt;
James Barnes, current DH Tribune had this to say about the program; &lt;br /&gt;
&amp;quot;The ambassador system idea actually originated from two independent sources. When we allied with the [[Durham Pistoleers]], Mr. Kjuit suggested that we establish embassies in one another's towns. At the time, the Hospitallers couldn't spare the manpower, so nothing came of the suggestion. Several months later, Javier Sortani, having just arrived from the [[Colonial Police]], suggested an exchange program between the Hospitallers and our allies. From these two suggestion, the ambassador program was conceived. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It was put into action as the result of events in other towns. In Durham, the election (and the discussion surrounding it) drew the attention of Fester Shinetop. I read his comments and found myself liking the enthusiasm, energy, and creativity of this new arrival to Shartak. I immediately began attempting to recruit him into the Hospitallers. He was concerned that, being so far from home, he would not be an effective member of our clan. So I offered him the position of ambassador to Durham. He accepted. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;At the same time, certain prominent Colonial Police members left the CP. I won't go into their reasons for doing so, as that's not relevant. However, I respected these Yorkmen and tried to bring them into the Hospitallers. One, Broderick, accepted. I know the loyalty Yorkmen have to their home city, so I asked Broderick to serve as our ambassador to York. I thought this particularly important. After the end of the York-Derby alliance, it would be easy for some to say Derby does not care about its sister settlements. Nothing could be further from the truth. &amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Next week, an audience with Fester Shinetop.&lt;br /&gt;
 &lt;br /&gt;
==Lutheran==&lt;br /&gt;
 &lt;br /&gt;
Who is the controversial figure known as [http://www.shartak.com/profile.cgi?id=732 Lutheran]?  It is known that he has been on Shartak for more than a year.  Leader of the [[Shartak Protestant League]], he has been a polarizing figure in Shartak politics.  He was one of the targets of the [[Mercenary's Guild]]'s attack on York during the [[Fourth Battle of York]]. Now, Lutheran is the first outsider to be &amp;quot;Kill on Sight&amp;quot; for both clans of the Estern Federation.  How did a religious leader come to be wanted by Derby's defenders?&lt;br /&gt;
 &lt;br /&gt;
The situation began when Rob Zombie, leader of the [[1st Derby Privateers]], attacked Lutheran in Derby.  The hostility between the two individuals is long-standing, dating back to the Privateer-Colonial Police alliance.  Whatever the cause, there seems little doubt that this event occurred.  Lutheran complained to the Eastern Federation, only to be told to complain to Captain Zombie.  Some time later, the Derby Court was founded, and the Eastern Federation made a public offer.  Zombie would be placed on trial for his attack, provided that Lutheran stood trial for unspecified crimes as well. In response, Lutheran defied the authority of the Eastern Federation to try him.  Lutheran cited the Eastern Federation's refusal to move against Rob Zombie for Zombie's attack on him.  James Barnes of the Derby Hospitallers noted that, 24 hours earlier Lutheran called him the &amp;quot;leader of Derby,&amp;quot; warning him of a Catholic plot with unspecified but sinister aims.  &lt;br /&gt;
&lt;br /&gt;
Where are these plots? What are Lutheran's aims? Where does the fault lie in this matter?  Perhaps only the Derby Court can answer this question. We urge both parties to come before the court, so that justice can be done.&lt;br /&gt;
&lt;br /&gt;
==The Derby Court: Continued==&lt;br /&gt;
[[Image:Court drawing.jpg|thumb|350px|Anonymous artist's sketch of what the court would probably look like during an important trial.]]&lt;br /&gt;
  &lt;br /&gt;
Recently, the [[Eastern Federation]] created a court, something never done before in Shartak. The court’s purpose is to be a supplement to the Derby Privateers, to ensure justice is served. The main usage will be for any outsider on the Privateer criminal list to appeal and have their name removed, if they believe they have been falsely accused, or to be called upon to be given sentence. &lt;br /&gt;
 &lt;br /&gt;
Sentences given by the court will fit the crime, and they will be centered around reform. Most sentences will be some sort of community service, whether it is work in the Derby Hospital, the Derby Fencing Academy, or jungle clearing and road work. This will be designed to be experience-rewarding, and cause murderers to turn from their violent lifestyle. If the outsider flees the court, they will be added to the Privateers’ kill-on-sight list. &lt;br /&gt;
 &lt;br /&gt;
There will be a total of three judges serving on the court voluntarily. One will be from the Derby Hospitallers, one from the Derby Privateers, and one unaligned Derbyman, and they will rotate with others if they may be partial or biased in their ruling, due to some sort of relationship with the case. The three current serving judges are Javier Sortani of the Derby Hospitallers, Tommy Atkins of the Derby Privateers, and Mark D. Stroyer the independent Derbyman.  Interestingly, Stroyer is the only Derbian judge on the court.  Sortani is a pirate, and Atkins is from our sister-town of York.&lt;br /&gt;
 &lt;br /&gt;
Though the court has not yet received its first hearing, several cases are lined up, to be done as soon as possible. One such example is Arthur Lines, who has been called but not yet responded, and the Derby Privateers Captain RobZombie. Lutheran was also summoned by the court, but he rejected both the court and the Eastern Federation’s authority, and is now kill-on-sight for every EF member. &lt;br /&gt;
 &lt;br /&gt;
All Eastern Federation members believe the court system will work well, and are eager for the first case to begin.&lt;br /&gt;
 &lt;br /&gt;
==Our Southwestern Brothers?== &lt;br /&gt;
''Announcing the beginning of an ongoing series''&lt;br /&gt;
[[Image:york-beach.jpg|thumb|200px|The old trader's hut, taken before being renovated by Trader Harry.]] &lt;br /&gt;
Or are they? Is the Town of York a friend of [[Derby]] and far western [[Durham]]? Or is it just a breeding ground of contempt and hate? Welcome to the stone jungle, [[York]]. &lt;br /&gt;
 &lt;br /&gt;
In the town's history, the grand institute of the [[Colonial Police]] has seen Leader and founder MickR leave, Kjendlie come to power, and [[1st Colonial Militia]] leader Serious Sam enter the picture. In this time, many truces, wars, alliances and cease-fires have been declared and broken on its blood stained cobbles. &lt;br /&gt;
 &lt;br /&gt;
Did you recognise the names? Yes? No? Well in this series, we'll tell you about these men and their great (or not so great) deeds, their alliances, their enemies and their town.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
==Hotel de Derby Opens==&lt;br /&gt;
 &lt;br /&gt;
Recently, Derby acquired a new first for Shartak. Devlin Kard, an unaligned Derbian, announced the opening of the [[Hotel de Derby]], the first inn on Shartak. While taverns and hospitals have long served as safehouses in Shartak, the Hotel de Derby is the first explicit provider of lodging on Shartak. Our newest reporter, [[User:Elegost55|Elegost]], recently conducted an interview with Mr. Kard.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hotel.jpg|thumb|400px|The Entrance of the Hotel.]]&lt;br /&gt;
   &lt;br /&gt;
Q. What's the Hotel's name? &lt;br /&gt;
*A. The Hotel De Derby &lt;br /&gt;
 &lt;br /&gt;
Q. Why build a hotel? Is it a 5-star hotel? &lt;br /&gt;
*A. Everyone needs a place to stay. And the hotel is modest but would probably be ranked a 4 star if there were any hotel critics on Shartak.&lt;br /&gt;
 &lt;br /&gt;
Q. Where is the hotel? &lt;br /&gt;
*A. Exact coordinates are [-70.091,+26.351] relative location is 1 NE of the trader's hut in Derby. &lt;br /&gt;
 &lt;br /&gt;
Q. What are the rules concerning fighting, murders, natives and pirates? &lt;br /&gt;
*A. Fighting is permitted as long as both parties agree to it. Murder is forbidden, and murder in the hotel will lead to unpleasant results for whoever killed them (this excludes verifiable PKer killing, if they killed you and you have proof then it is permitted). Natives are welcome and are guaranteed safe haven, provided they remain peaceful, the same with pirates.  &lt;br /&gt;
 &lt;br /&gt;
Q. What are the benefits of staying in the hotel than just sleeping in some hut? &lt;br /&gt;
*A. Protection guaranteed by the hotel manager (me), as well as free healing should they need it. &lt;br /&gt;
 &lt;br /&gt;
Q. Do we pay you for the stay in the Hotel? &lt;br /&gt;
*A. Donations are appreciated, but this service is offered pro bono (or free if you prefer). The occasional healing is nice too.&lt;br /&gt;
&lt;br /&gt;
==Consul Missing==&lt;br /&gt;
[[Image:Jack Missing.jpg|thumb|400px|A copy of the signs stating the disappearance of Jack Molay]]&lt;br /&gt;
&lt;br /&gt;
In recent weeks, Consul Jack Molay has gone missing from Derby.  This is not unusual.  In the wilds of Shartak, people frequently disappear.  Sometimes, they return.  Other times, they are never seen again.  What makes this event so significant is that the missing individual was a hero to two towns.  Consul Molay participated in the defense of York during the Fourth Battle of York and was the architect of the Derby Derby defense, a defense acknowledged by even [[the Wicksick Headhunters]] as an effective strategy.  As time passes with no word, Derbians can only wait and watch.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:York-beach.jpg&amp;diff=13542</id>
		<title>File:York-beach.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:York-beach.jpg&amp;diff=13542"/>
		<updated>2007-04-07T08:05:29Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Court_drawing.jpg&amp;diff=13541</id>
		<title>File:Court drawing.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Court_drawing.jpg&amp;diff=13541"/>
		<updated>2007-04-07T07:59:04Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13537</id>
		<title>Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13537"/>
		<updated>2007-04-07T05:29:51Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Consul Missing */ fixed the image too :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Ambassador Program - Part I== &lt;br /&gt;
  &lt;br /&gt;
This is the first of a three part series detailing the [[Derby Hospitallers]]' latest project. In this short introduction, we'll tell you what the program is, what the program does and why the program is. &lt;br /&gt;
 &lt;br /&gt;
The Ambassador of the Derby Hospitallers is a Hospitaller working in a different town; these Ambassadors help the town in any way they can, like the DH in Derby. Such projects the Ambassadors may undertake include making a hospital, academy or wandering around and healing people. The two current Ambassadors are Fester Shinetop of [[Durham]] and Broderick of [[York]]. &lt;br /&gt;
 &lt;br /&gt;
James Barnes, current DH Tribune had this to say about the program; &lt;br /&gt;
&amp;quot;The ambassador system idea actually originated from two independent sources. When we allied with the [[Durham Pistoleers]], Mr. Kjuit suggested that we establish embassies in one another's towns. At the time, the Hospitallers couldn't spare the manpower, so nothing came of the suggestion. Several months later, Javier Sortani, having just arrived from the [[Colonial Police]], suggested an exchange program between the Hospitallers and our allies. From these two suggestion, the ambassador program was conceived. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It was put into action as the result of events in other towns. In Durham, the election (and the discussion surrounding it) drew the attention of Fester Shinetop. I read his comments and found myself liking the enthusiasm, energy, and creativity of this new arrival to Shartak. I immediately began attempting to recruit him into the Hospitallers. He was concerned that, being so far from home, he would not be an effective member of our clan. So I offered him the position of ambassador to Durham. He accepted. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;At the same time, certain prominent Colonial Police members left the CP. I won't go into their reasons for doing so, as that's not relevant. However, I respected these Yorkmen and tried to bring them into the Hospitallers. One, Broderick, accepted. I know the loyalty Yorkmen have to their home city, so I asked Broderick to serve as our ambassador to York. I thought this particularly important. After the end of the York-Derby alliance, it would be easy for some to say Derby does not care about its sister settlements. Nothing could be further from the truth. &amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Next week, an audience with Fester Shinetop.&lt;br /&gt;
 &lt;br /&gt;
==Lutheran==&lt;br /&gt;
 &lt;br /&gt;
Who is the controversial figure known as [http://www.shartak.com/profile.cgi?id=732 Lutheran]?  It is known that he has been on Shartak for more than a year.  Leader of the [[Shartak Protestant League]], he has been a polarizing figure in Shartak politics.  He was one of the targets of the [[Mercenary's Guild]]'s attack on York during the [[Fourth Battle of York]]. Now, Lutheran is the first outsider to be &amp;quot;Kill on Sight&amp;quot; for both clans of the Estern Federation.  How did a religious leader come to be wanted by Derby's defenders?&lt;br /&gt;
 &lt;br /&gt;
The situation began when Rob Zombie, leader of the [[1st Derby Privateers]], attacked Lutheran in Derby.  The hostility between the two individuals is long-standing, dating back to the Privateer-Colonial Police alliance.  Whatever the cause, there seems little doubt that this event occurred.  Lutheran complained to the Eastern Federation, only to be told to complain to Captain Zombie.  Some time later, the Derby Court was founded, and the Eastern Federation made a public offer.  Zombie would be placed on trial for his attack, provided that Lutheran stood trial for unspecified crimes as well. In response, Lutheran defied the authority of the Eastern Federation to try him.  Lutheran cited the Eastern Federation's refusal to move against Rob Zombie for Zombie's attack on him.  James Barnes of the Derby Hospitallers noted that, 24 hours earlier Lutheran called him the &amp;quot;leader of Derby,&amp;quot; warning him of a Catholic plot with unspecified but sinister aims.  &lt;br /&gt;
&lt;br /&gt;
Where are these plots? What are Lutheran's aims? Where does the fault lie in this matter?  Perhaps only the Derby Court can answer this question. We urge both parties to come before the court, so that justice can be done.&lt;br /&gt;
&lt;br /&gt;
==The Derby Court: Continued==&lt;br /&gt;
  &lt;br /&gt;
Recently, the [[Eastern Federation]] created a court, something never done before in Shartak. The court’s purpose is to be a supplement to the Derby Privateers, to ensure justice is served. The main usage will be for any outsider on the Privateer criminal list to appeal and have their name removed, if they believe they have been falsely accused, or to be called upon to be given sentence. &lt;br /&gt;
 &lt;br /&gt;
Sentences given by the court will fit the crime, and they will be centered around reform. Most sentences will be some sort of community service, whether it is work in the Derby Hospital, the Derby Fencing Academy, or jungle clearing and road work. This will be designed to be experience-rewarding, and cause murderers to turn from their violent lifestyle. If the outsider flees the court, they will be added to the Privateers’ kill-on-sight list. &lt;br /&gt;
 &lt;br /&gt;
There will be a total of three judges serving on the court voluntarily. One will be from the Derby Hospitallers, one from the Derby Privateers, and one unaligned Derbyman, and they will rotate with others if they may be partial or biased in their ruling, due to some sort of relationship with the case. The three current serving judges are Javier Sortani of the Derby Hospitallers, Tommy Atkins of the Derby Privateers, and Mark D. Stroyer the independent Derbyman.  Interestingly, Stroyer is the only Derbian judge on the court.  Sortani is a pirate, and Atkins is from our sister-town of York.&lt;br /&gt;
 &lt;br /&gt;
Though the court has not yet received its first hearing, several cases are lined up, to be done as soon as possible. One such example is Arthur Lines, who has been called but not yet responded, and the Derby Privateers Captain RobZombie. Lutheran was also summoned by the court, but he rejected both the court and the Eastern Federation’s authority, and is now kill-on-sight for every EF member. &lt;br /&gt;
 &lt;br /&gt;
All Eastern Federation members believe the court system will work well, and are eager for the first case to begin.&lt;br /&gt;
 &lt;br /&gt;
==Our Southwestern Brothers?== &lt;br /&gt;
''Announcing the beginning of an ongoing series''&lt;br /&gt;
 &lt;br /&gt;
Or are they? Is the Town of York a friend of Derby and far western Durham? Or is it just a breeding ground of contempt and hate? Welcome to the stone jungle, York. &lt;br /&gt;
 &lt;br /&gt;
In the town's history, the grand institute of the [[Colonial Police]] has seen Leader and founder MickR leave, Kjendlie come to power, and [[1st Colonial Militia]] leader Serious Sam enter the picture. In this time, many truces, wars, alliances and cease-fires have been declared and broken on its blood stained cobbles. &lt;br /&gt;
 &lt;br /&gt;
Did you recognise the names? Yes? No? Well in this series, we'll tell you about these men and their great (or not so great) deeds, their alliances, their enemies and their town.&lt;br /&gt;
 &lt;br /&gt;
==Hotel de Derby Opens==&lt;br /&gt;
 &lt;br /&gt;
Recently, Derby acquired a new first for Shartak. Devlin Kard, an unaligned Derbian, announced the opening of the [[Hotel de Derby]], the first inn on Shartak. While taverns and hospitals have long served as safehouses in Shartak, the Hotel de Derby is the first explicit provider of lodging on Shartak. Our newest reporter, [[User:Elegost55|Elegost]], recently conducted an interview with Mr. Kard.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hotel.jpg|thumb|400px|The Entrance of the Hotel.]]&lt;br /&gt;
   &lt;br /&gt;
Q. What's the Hotel's name? &lt;br /&gt;
*A. The Hotel De Derby &lt;br /&gt;
 &lt;br /&gt;
Q. Why build a hotel? Is it a 5-star hotel? &lt;br /&gt;
*A. Everyone needs a place to stay. And the hotel is modest but would probably be ranked a 4 star if there were any hotel critics on Shartak.&lt;br /&gt;
 &lt;br /&gt;
Q. Where is the hotel? &lt;br /&gt;
*A. Exact coordinates are [-70.091,+26.351] relative location is 1 NE of the trader's hut in Derby. &lt;br /&gt;
 &lt;br /&gt;
Q. What are the rules concerning fighting, murders, natives and pirates? &lt;br /&gt;
*A. Fighting is permitted as long as both parties agree to it. Murder is forbidden, and murder in the hotel will lead to unpleasant results for whoever killed them (this excludes verifiable PKer killing, if they killed you and you have proof then it is permitted). Natives are welcome and are guaranteed safe haven, provided they remain peaceful, the same with pirates.  &lt;br /&gt;
 &lt;br /&gt;
Q. What are the benefits of staying in the hotel than just sleeping in some hut? &lt;br /&gt;
*A. Protection guaranteed by the hotel manager (me), as well as free healing should they need it. &lt;br /&gt;
 &lt;br /&gt;
Q. Do we pay you for the stay in the Hotel? &lt;br /&gt;
*A. Donations are appreciated, but this service is offered pro bono (or free if you prefer). The occasional healing is nice too.&lt;br /&gt;
&lt;br /&gt;
==Consul Missing==&lt;br /&gt;
[[Image:Jack Missing.jpg|thumb|400px|A copy of the signs stating the disappearance of Jack Molay]]&lt;br /&gt;
&lt;br /&gt;
In recent weeks, Consul Jack Molay has gone missing from Derby.  This is not unusual.  In the wilds of Shartak, people frequently disappear.  Sometimes, they return.  Other times, they are never seen again.  What makes this event so significant is that the missing individual was a hero to two towns.  Consul Molay participated in the defense of York during the Fourth Battle of York and was the architect of the Derby Derby defense, a defense acknowledged by even [[the Wicksick Headhunters]] as an effective strategy.  As time passes with no word, Derbians can only wait and watch.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13536</id>
		<title>Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13536"/>
		<updated>2007-04-07T05:28:06Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Hotel de Derby Opens */  fixed the image :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Ambassador Program - Part I== &lt;br /&gt;
  &lt;br /&gt;
This is the first of a three part series detailing the [[Derby Hospitallers]]' latest project. In this short introduction, we'll tell you what the program is, what the program does and why the program is. &lt;br /&gt;
 &lt;br /&gt;
The Ambassador of the Derby Hospitallers is a Hospitaller working in a different town; these Ambassadors help the town in any way they can, like the DH in Derby. Such projects the Ambassadors may undertake include making a hospital, academy or wandering around and healing people. The two current Ambassadors are Fester Shinetop of [[Durham]] and Broderick of [[York]]. &lt;br /&gt;
 &lt;br /&gt;
James Barnes, current DH Tribune had this to say about the program; &lt;br /&gt;
&amp;quot;The ambassador system idea actually originated from two independent sources. When we allied with the [[Durham Pistoleers]], Mr. Kjuit suggested that we establish embassies in one another's towns. At the time, the Hospitallers couldn't spare the manpower, so nothing came of the suggestion. Several months later, Javier Sortani, having just arrived from the [[Colonial Police]], suggested an exchange program between the Hospitallers and our allies. From these two suggestion, the ambassador program was conceived. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It was put into action as the result of events in other towns. In Durham, the election (and the discussion surrounding it) drew the attention of Fester Shinetop. I read his comments and found myself liking the enthusiasm, energy, and creativity of this new arrival to Shartak. I immediately began attempting to recruit him into the Hospitallers. He was concerned that, being so far from home, he would not be an effective member of our clan. So I offered him the position of ambassador to Durham. He accepted. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;At the same time, certain prominent Colonial Police members left the CP. I won't go into their reasons for doing so, as that's not relevant. However, I respected these Yorkmen and tried to bring them into the Hospitallers. One, Broderick, accepted. I know the loyalty Yorkmen have to their home city, so I asked Broderick to serve as our ambassador to York. I thought this particularly important. After the end of the York-Derby alliance, it would be easy for some to say Derby does not care about its sister settlements. Nothing could be further from the truth. &amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Next week, an audience with Fester Shinetop.&lt;br /&gt;
 &lt;br /&gt;
==Lutheran==&lt;br /&gt;
 &lt;br /&gt;
Who is the controversial figure known as [http://www.shartak.com/profile.cgi?id=732 Lutheran]?  It is known that he has been on Shartak for more than a year.  Leader of the [[Shartak Protestant League]], he has been a polarizing figure in Shartak politics.  He was one of the targets of the [[Mercenary's Guild]]'s attack on York during the [[Fourth Battle of York]]. Now, Lutheran is the first outsider to be &amp;quot;Kill on Sight&amp;quot; for both clans of the Estern Federation.  How did a religious leader come to be wanted by Derby's defenders?&lt;br /&gt;
 &lt;br /&gt;
The situation began when Rob Zombie, leader of the [[1st Derby Privateers]], attacked Lutheran in Derby.  The hostility between the two individuals is long-standing, dating back to the Privateer-Colonial Police alliance.  Whatever the cause, there seems little doubt that this event occurred.  Lutheran complained to the Eastern Federation, only to be told to complain to Captain Zombie.  Some time later, the Derby Court was founded, and the Eastern Federation made a public offer.  Zombie would be placed on trial for his attack, provided that Lutheran stood trial for unspecified crimes as well. In response, Lutheran defied the authority of the Eastern Federation to try him.  Lutheran cited the Eastern Federation's refusal to move against Rob Zombie for Zombie's attack on him.  James Barnes of the Derby Hospitallers noted that, 24 hours earlier Lutheran called him the &amp;quot;leader of Derby,&amp;quot; warning him of a Catholic plot with unspecified but sinister aims.  &lt;br /&gt;
&lt;br /&gt;
Where are these plots? What are Lutheran's aims? Where does the fault lie in this matter?  Perhaps only the Derby Court can answer this question. We urge both parties to come before the court, so that justice can be done.&lt;br /&gt;
&lt;br /&gt;
==The Derby Court: Continued==&lt;br /&gt;
  &lt;br /&gt;
Recently, the [[Eastern Federation]] created a court, something never done before in Shartak. The court’s purpose is to be a supplement to the Derby Privateers, to ensure justice is served. The main usage will be for any outsider on the Privateer criminal list to appeal and have their name removed, if they believe they have been falsely accused, or to be called upon to be given sentence. &lt;br /&gt;
 &lt;br /&gt;
Sentences given by the court will fit the crime, and they will be centered around reform. Most sentences will be some sort of community service, whether it is work in the Derby Hospital, the Derby Fencing Academy, or jungle clearing and road work. This will be designed to be experience-rewarding, and cause murderers to turn from their violent lifestyle. If the outsider flees the court, they will be added to the Privateers’ kill-on-sight list. &lt;br /&gt;
 &lt;br /&gt;
There will be a total of three judges serving on the court voluntarily. One will be from the Derby Hospitallers, one from the Derby Privateers, and one unaligned Derbyman, and they will rotate with others if they may be partial or biased in their ruling, due to some sort of relationship with the case. The three current serving judges are Javier Sortani of the Derby Hospitallers, Tommy Atkins of the Derby Privateers, and Mark D. Stroyer the independent Derbyman.  Interestingly, Stroyer is the only Derbian judge on the court.  Sortani is a pirate, and Atkins is from our sister-town of York.&lt;br /&gt;
 &lt;br /&gt;
Though the court has not yet received its first hearing, several cases are lined up, to be done as soon as possible. One such example is Arthur Lines, who has been called but not yet responded, and the Derby Privateers Captain RobZombie. Lutheran was also summoned by the court, but he rejected both the court and the Eastern Federation’s authority, and is now kill-on-sight for every EF member. &lt;br /&gt;
 &lt;br /&gt;
All Eastern Federation members believe the court system will work well, and are eager for the first case to begin.&lt;br /&gt;
 &lt;br /&gt;
==Our Southwestern Brothers?== &lt;br /&gt;
''Announcing the beginning of an ongoing series''&lt;br /&gt;
 &lt;br /&gt;
Or are they? Is the Town of York a friend of Derby and far western Durham? Or is it just a breeding ground of contempt and hate? Welcome to the stone jungle, York. &lt;br /&gt;
 &lt;br /&gt;
In the town's history, the grand institute of the [[Colonial Police]] has seen Leader and founder MickR leave, Kjendlie come to power, and [[1st Colonial Militia]] leader Serious Sam enter the picture. In this time, many truces, wars, alliances and cease-fires have been declared and broken on its blood stained cobbles. &lt;br /&gt;
 &lt;br /&gt;
Did you recognise the names? Yes? No? Well in this series, we'll tell you about these men and their great (or not so great) deeds, their alliances, their enemies and their town.&lt;br /&gt;
 &lt;br /&gt;
==Hotel de Derby Opens==&lt;br /&gt;
 &lt;br /&gt;
Recently, Derby acquired a new first for Shartak. Devlin Kard, an unaligned Derbian, announced the opening of the [[Hotel de Derby]], the first inn on Shartak. While taverns and hospitals have long served as safehouses in Shartak, the Hotel de Derby is the first explicit provider of lodging on Shartak. Our newest reporter, [[User:Elegost55|Elegost]], recently conducted an interview with Mr. Kard.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hotel.jpg|thumb|400px|The Entrance of the Hotel.]]&lt;br /&gt;
   &lt;br /&gt;
Q. What's the Hotel's name? &lt;br /&gt;
*A. The Hotel De Derby &lt;br /&gt;
 &lt;br /&gt;
Q. Why build a hotel? Is it a 5-star hotel? &lt;br /&gt;
*A. Everyone needs a place to stay. And the hotel is modest but would probably be ranked a 4 star if there were any hotel critics on Shartak.&lt;br /&gt;
 &lt;br /&gt;
Q. Where is the hotel? &lt;br /&gt;
*A. Exact coordinates are [-70.091,+26.351] relative location is 1 NE of the trader's hut in Derby. &lt;br /&gt;
 &lt;br /&gt;
Q. What are the rules concerning fighting, murders, natives and pirates? &lt;br /&gt;
*A. Fighting is permitted as long as both parties agree to it. Murder is forbidden, and murder in the hotel will lead to unpleasant results for whoever killed them (this excludes verifiable PKer killing, if they killed you and you have proof then it is permitted). Natives are welcome and are guaranteed safe haven, provided they remain peaceful, the same with pirates.  &lt;br /&gt;
 &lt;br /&gt;
Q. What are the benefits of staying in the hotel than just sleeping in some hut? &lt;br /&gt;
*A. Protection guaranteed by the hotel manager (me), as well as free healing should they need it. &lt;br /&gt;
 &lt;br /&gt;
Q. Do we pay you for the stay in the Hotel? &lt;br /&gt;
*A. Donations are appreciated, but this service is offered pro bono (or free if you prefer). The occasional healing is nice too.&lt;br /&gt;
&lt;br /&gt;
==Consul Missing==&lt;br /&gt;
[[Image:Jack Missing.jpg]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
In recent weeks, Consul Jack Molay has gone missing from Derby.  This is not unusual.  In the wilds of Shartak, people frequently disappear.  Sometimes, they return.  Other times, they are never seen again.  What makes this event so significant is that the missing individual was a hero to two towns.  Consul Molay participated in the defense of York during the Fourth Battle of York and was the architect of the Derby Derby defense, a defense acknowledged by even [[the Wicksick Headhunters]] as an effective strategy.  As time passes with no word, Derbians can only wait and watch.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13535</id>
		<title>Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13535"/>
		<updated>2007-04-07T05:24:50Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Hotel de Derby Opens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Ambassador Program - Part I== &lt;br /&gt;
  &lt;br /&gt;
This is the first of a three part series detailing the [[Derby Hospitallers]]' latest project. In this short introduction, we'll tell you what the program is, what the program does and why the program is. &lt;br /&gt;
 &lt;br /&gt;
The Ambassador of the Derby Hospitallers is a Hospitaller working in a different town; these Ambassadors help the town in any way they can, like the DH in Derby. Such projects the Ambassadors may undertake include making a hospital, academy or wandering around and healing people. The two current Ambassadors are Fester Shinetop of [[Durham]] and Broderick of [[York]]. &lt;br /&gt;
 &lt;br /&gt;
James Barnes, current DH Tribune had this to say about the program; &lt;br /&gt;
&amp;quot;The ambassador system idea actually originated from two independent sources. When we allied with the [[Durham Pistoleers]], Mr. Kjuit suggested that we establish embassies in one another's towns. At the time, the Hospitallers couldn't spare the manpower, so nothing came of the suggestion. Several months later, Javier Sortani, having just arrived from the [[Colonial Police]], suggested an exchange program between the Hospitallers and our allies. From these two suggestion, the ambassador program was conceived. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It was put into action as the result of events in other towns. In Durham, the election (and the discussion surrounding it) drew the attention of Fester Shinetop. I read his comments and found myself liking the enthusiasm, energy, and creativity of this new arrival to Shartak. I immediately began attempting to recruit him into the Hospitallers. He was concerned that, being so far from home, he would not be an effective member of our clan. So I offered him the position of ambassador to Durham. He accepted. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;At the same time, certain prominent Colonial Police members left the CP. I won't go into their reasons for doing so, as that's not relevant. However, I respected these Yorkmen and tried to bring them into the Hospitallers. One, Broderick, accepted. I know the loyalty Yorkmen have to their home city, so I asked Broderick to serve as our ambassador to York. I thought this particularly important. After the end of the York-Derby alliance, it would be easy for some to say Derby does not care about its sister settlements. Nothing could be further from the truth. &amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Next week, an audience with Fester Shinetop.&lt;br /&gt;
 &lt;br /&gt;
==Lutheran==&lt;br /&gt;
 &lt;br /&gt;
Who is the controversial figure known as [http://www.shartak.com/profile.cgi?id=732 Lutheran]?  It is known that he has been on Shartak for more than a year.  Leader of the [[Shartak Protestant League]], he has been a polarizing figure in Shartak politics.  He was one of the targets of the [[Mercenary's Guild]]'s attack on York during the [[Fourth Battle of York]]. Now, Lutheran is the first outsider to be &amp;quot;Kill on Sight&amp;quot; for both clans of the Estern Federation.  How did a religious leader come to be wanted by Derby's defenders?&lt;br /&gt;
 &lt;br /&gt;
The situation began when Rob Zombie, leader of the [[1st Derby Privateers]], attacked Lutheran in Derby.  The hostility between the two individuals is long-standing, dating back to the Privateer-Colonial Police alliance.  Whatever the cause, there seems little doubt that this event occurred.  Lutheran complained to the Eastern Federation, only to be told to complain to Captain Zombie.  Some time later, the Derby Court was founded, and the Eastern Federation made a public offer.  Zombie would be placed on trial for his attack, provided that Lutheran stood trial for unspecified crimes as well. In response, Lutheran defied the authority of the Eastern Federation to try him.  Lutheran cited the Eastern Federation's refusal to move against Rob Zombie for Zombie's attack on him.  James Barnes of the Derby Hospitallers noted that, 24 hours earlier Lutheran called him the &amp;quot;leader of Derby,&amp;quot; warning him of a Catholic plot with unspecified but sinister aims.  &lt;br /&gt;
&lt;br /&gt;
Where are these plots? What are Lutheran's aims? Where does the fault lie in this matter?  Perhaps only the Derby Court can answer this question. We urge both parties to come before the court, so that justice can be done.&lt;br /&gt;
&lt;br /&gt;
==The Derby Court: Continued==&lt;br /&gt;
  &lt;br /&gt;
Recently, the [[Eastern Federation]] created a court, something never done before in Shartak. The court’s purpose is to be a supplement to the Derby Privateers, to ensure justice is served. The main usage will be for any outsider on the Privateer criminal list to appeal and have their name removed, if they believe they have been falsely accused, or to be called upon to be given sentence. &lt;br /&gt;
 &lt;br /&gt;
Sentences given by the court will fit the crime, and they will be centered around reform. Most sentences will be some sort of community service, whether it is work in the Derby Hospital, the Derby Fencing Academy, or jungle clearing and road work. This will be designed to be experience-rewarding, and cause murderers to turn from their violent lifestyle. If the outsider flees the court, they will be added to the Privateers’ kill-on-sight list. &lt;br /&gt;
 &lt;br /&gt;
There will be a total of three judges serving on the court voluntarily. One will be from the Derby Hospitallers, one from the Derby Privateers, and one unaligned Derbyman, and they will rotate with others if they may be partial or biased in their ruling, due to some sort of relationship with the case. The three current serving judges are Javier Sortani of the Derby Hospitallers, Tommy Atkins of the Derby Privateers, and Mark D. Stroyer the independent Derbyman.  Interestingly, Stroyer is the only Derbian judge on the court.  Sortani is a pirate, and Atkins is from our sister-town of York.&lt;br /&gt;
 &lt;br /&gt;
Though the court has not yet received its first hearing, several cases are lined up, to be done as soon as possible. One such example is Arthur Lines, who has been called but not yet responded, and the Derby Privateers Captain RobZombie. Lutheran was also summoned by the court, but he rejected both the court and the Eastern Federation’s authority, and is now kill-on-sight for every EF member. &lt;br /&gt;
 &lt;br /&gt;
All Eastern Federation members believe the court system will work well, and are eager for the first case to begin.&lt;br /&gt;
 &lt;br /&gt;
==Our Southwestern Brothers?== &lt;br /&gt;
''Announcing the beginning of an ongoing series''&lt;br /&gt;
 &lt;br /&gt;
Or are they? Is the Town of York a friend of Derby and far western Durham? Or is it just a breeding ground of contempt and hate? Welcome to the stone jungle, York. &lt;br /&gt;
 &lt;br /&gt;
In the town's history, the grand institute of the [[Colonial Police]] has seen Leader and founder MickR leave, Kjendlie come to power, and [[1st Colonial Militia]] leader Serious Sam enter the picture. In this time, many truces, wars, alliances and cease-fires have been declared and broken on its blood stained cobbles. &lt;br /&gt;
 &lt;br /&gt;
Did you recognise the names? Yes? No? Well in this series, we'll tell you about these men and their great (or not so great) deeds, their alliances, their enemies and their town.&lt;br /&gt;
 &lt;br /&gt;
==Hotel de Derby Opens==&lt;br /&gt;
 &lt;br /&gt;
Recently, Derby acquired a new first for Shartak. Devlin Kard, an unaligned Derbian, announced the opening of the [[Hotel de Derby]], the first inn on Shartak. While taverns and hospitals have long served as safehouses in Shartak, the Hotel de Derby is the first explicit provider of lodging on Shartak. Our newest reporter, [[User:Elegost55|Elegost]], recently conducted an interview with Mr. Kard.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hotel.jpg]]&lt;br /&gt;
   &lt;br /&gt;
Q. What's the Hotel's name? &lt;br /&gt;
*A. The Hotel De Derby &lt;br /&gt;
 &lt;br /&gt;
Q. Why build a hotel? Is it a 5-star hotel? &lt;br /&gt;
*A. Everyone needs a place to stay. And the hotel is modest but would probably be ranked a 4 star if there were any hotel critics on Shartak.&lt;br /&gt;
 &lt;br /&gt;
Q. Where is the hotel? &lt;br /&gt;
*A. Exact coordinates are [-70.091,+26.351] relative location is 1 NE of the trader's hut in Derby. &lt;br /&gt;
 &lt;br /&gt;
Q. What are the rules concerning fighting, murders, natives and pirates? &lt;br /&gt;
*A. Fighting is permitted as long as both parties agree to it. Murder is forbidden, and murder in the hotel will lead to unpleasant results for whoever killed them (this excludes verifiable PKer killing, if they killed you and you have proof then it is permitted). Natives are welcome and are guaranteed safe haven, provided they remain peaceful, the same with pirates.  &lt;br /&gt;
 &lt;br /&gt;
Q. What are the benefits of staying in the hotel than just sleeping in some hut? &lt;br /&gt;
*A. Protection guaranteed by the hotel manager (me), as well as free healing should they need it. &lt;br /&gt;
 &lt;br /&gt;
Q. Do we pay you for the stay in the Hotel? &lt;br /&gt;
*A. Donations are appreciated, but this service is offered pro bono (or free if you prefer). The occasional healing is nice too.&lt;br /&gt;
&lt;br /&gt;
==Consul Missing==&lt;br /&gt;
[[Image:Jack Missing.jpg]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
In recent weeks, Consul Jack Molay has gone missing from Derby.  This is not unusual.  In the wilds of Shartak, people frequently disappear.  Sometimes, they return.  Other times, they are never seen again.  What makes this event so significant is that the missing individual was a hero to two towns.  Consul Molay participated in the defense of York during the Fourth Battle of York and was the architect of the Derby Derby defense, a defense acknowledged by even [[the Wicksick Headhunters]] as an effective strategy.  As time passes with no word, Derbians can only wait and watch.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13533</id>
		<title>Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby_Evening_Press/Issue_04&amp;diff=13533"/>
		<updated>2007-04-07T04:23:37Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: added pictures of Jack's missing sign and Hotel entrance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Ambassador Program - Part I== &lt;br /&gt;
  &lt;br /&gt;
This is the first of a three part series detailing the [[Derby Hospitallers]]' latest project. In this short introduction, we'll tell you what the program is, what the program does and why the program is. &lt;br /&gt;
 &lt;br /&gt;
The Ambassador of the Derby Hospitallers is a Hospitaller working in a different town; these Ambassadors help the town in any way they can, like the DH in Derby. Such projects the Ambassadors may undertake include making a hospital, academy or wandering around and healing people. The two current Ambassadors are Fester Shinetop of [[Durham]] and Broderick of [[York]]. &lt;br /&gt;
 &lt;br /&gt;
James Barnes, current DH Tribune had this to say about the program; &lt;br /&gt;
&amp;quot;The ambassador system idea actually originated from two independent sources. When we allied with the [[Durham Pistoleers]], Mr. Kjuit suggested that we establish embassies in one another's towns. At the time, the Hospitallers couldn't spare the manpower, so nothing came of the suggestion. Several months later, Javier Sortani, having just arrived from the [[Colonial Police]], suggested an exchange program between the Hospitallers and our allies. From these two suggestion, the ambassador program was conceived. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;It was put into action as the result of events in other towns. In Durham, the election (and the discussion surrounding it) drew the attention of Fester Shinetop. I read his comments and found myself liking the enthusiasm, energy, and creativity of this new arrival to Shartak. I immediately began attempting to recruit him into the Hospitallers. He was concerned that, being so far from home, he would not be an effective member of our clan. So I offered him the position of ambassador to Durham. He accepted. &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;At the same time, certain prominent Colonial Police members left the CP. I won't go into their reasons for doing so, as that's not relevant. However, I respected these Yorkmen and tried to bring them into the Hospitallers. One, Broderick, accepted. I know the loyalty Yorkmen have to their home city, so I asked Broderick to serve as our ambassador to York. I thought this particularly important. After the end of the York-Derby alliance, it would be easy for some to say Derby does not care about its sister settlements. Nothing could be further from the truth. &amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Next week, an audience with Fester Shinetop.&lt;br /&gt;
 &lt;br /&gt;
==Lutheran==&lt;br /&gt;
 &lt;br /&gt;
Who is the controversial figure known as [http://www.shartak.com/profile.cgi?id=732 Lutheran]?  It is known that he has been on Shartak for more than a year.  Leader of the [[Shartak Protestant League]], he has been a polarizing figure in Shartak politics.  He was one of the targets of the [[Mercenary's Guild]]'s attack on York during the [[Fourth Battle of York]]. Now, Lutheran is the first outsider to be &amp;quot;Kill on Sight&amp;quot; for both clans of the Estern Federation.  How did a religious leader come to be wanted by Derby's defenders?&lt;br /&gt;
 &lt;br /&gt;
The situation began when Rob Zombie, leader of the [[1st Derby Privateers]], attacked Lutheran in Derby.  The hostility between the two individuals is long-standing, dating back to the Privateer-Colonial Police alliance.  Whatever the cause, there seems little doubt that this event occurred.  Lutheran complained to the Eastern Federation, only to be told to complain to Captain Zombie.  Some time later, the Derby Court was founded, and the Eastern Federation made a public offer.  Zombie would be placed on trial for his attack, provided that Lutheran stood trial for unspecified crimes as well. In response, Lutheran defied the authority of the Eastern Federation to try him.  Lutheran cited the Eastern Federation's refusal to move against Rob Zombie for Zombie's attack on him.  James Barnes of the Derby Hospitallers noted that, 24 hours earlier Lutheran called him the &amp;quot;leader of Derby,&amp;quot; warning him of a Catholic plot with unspecified but sinister aims.  &lt;br /&gt;
&lt;br /&gt;
Where are these plots? What are Lutheran's aims? Where does the fault lie in this matter?  Perhaps only the Derby Court can answer this question. We urge both parties to come before the court, so that justice can be done.&lt;br /&gt;
&lt;br /&gt;
==The Derby Court: Continued==&lt;br /&gt;
  &lt;br /&gt;
Recently, the [[Eastern Federation]] created a court, something never done before in Shartak. The court’s purpose is to be a supplement to the Derby Privateers, to ensure justice is served. The main usage will be for any outsider on the Privateer criminal list to appeal and have their name removed, if they believe they have been falsely accused, or to be called upon to be given sentence. &lt;br /&gt;
 &lt;br /&gt;
Sentences given by the court will fit the crime, and they will be centered around reform. Most sentences will be some sort of community service, whether it is work in the Derby Hospital, the Derby Fencing Academy, or jungle clearing and road work. This will be designed to be experience-rewarding, and cause murderers to turn from their violent lifestyle. If the outsider flees the court, they will be added to the Privateers’ kill-on-sight list. &lt;br /&gt;
 &lt;br /&gt;
There will be a total of three judges serving on the court voluntarily. One will be from the Derby Hospitallers, one from the Derby Privateers, and one unaligned Derbyman, and they will rotate with others if they may be partial or biased in their ruling, due to some sort of relationship with the case. The three current serving judges are Javier Sortani of the Derby Hospitallers, Tommy Atkins of the Derby Privateers, and Mark D. Stroyer the independent Derbyman.  Interestingly, Stroyer is the only Derbian judge on the court.  Sortani is a pirate, and Atkins is from our sister-town of York.&lt;br /&gt;
 &lt;br /&gt;
Though the court has not yet received its first hearing, several cases are lined up, to be done as soon as possible. One such example is Arthur Lines, who has been called but not yet responded, and the Derby Privateers Captain RobZombie. Lutheran was also summoned by the court, but he rejected both the court and the Eastern Federation’s authority, and is now kill-on-sight for every EF member. &lt;br /&gt;
 &lt;br /&gt;
All Eastern Federation members believe the court system will work well, and are eager for the first case to begin.&lt;br /&gt;
 &lt;br /&gt;
==Our Southwestern Brothers?== &lt;br /&gt;
''Announcing the beginning of an ongoing series''&lt;br /&gt;
 &lt;br /&gt;
Or are they? Is the Town of York a friend of Derby and far western Durham? Or is it just a breeding ground of contempt and hate? Welcome to the stone jungle, York. &lt;br /&gt;
 &lt;br /&gt;
In the town's history, the grand institute of the [[Colonial Police]] has seen Leader and founder MickR leave, Kjendlie come to power, and [[1st Colonial Militia]] leader Serious Sam enter the picture. In this time, many truces, wars, alliances and cease-fires have been declared and broken on its blood stained cobbles. &lt;br /&gt;
 &lt;br /&gt;
Did you recognise the names? Yes? No? Well in this series, we'll tell you about these men and their great (or not so great) deeds, their alliances, their enemies and their town.&lt;br /&gt;
 &lt;br /&gt;
==Hotel de Derby Opens==&lt;br /&gt;
 &lt;br /&gt;
Recently, Derby acquired a new first for Shartak. Devlin Kard, an unaligned Derbian, announced the opening of the [[Hotel de Derby]], the first inn on Shartak. While taverns and hospitals have long served as safehouses in Shartak, the Hotel de Derby is the first explicit provider of lodging on Shartak. Our newest reporter, Elegost, recently conducted an interview with Mr. Kard.&lt;br /&gt;
&lt;br /&gt;
[[Image:Hotel.jpg]]&lt;br /&gt;
   &lt;br /&gt;
Q. What's the Hotel's name? &lt;br /&gt;
*A. The Hotel De Derby &lt;br /&gt;
 &lt;br /&gt;
Q. Why build a hotel? Is it a 5-star hotel? &lt;br /&gt;
*A. Everyone needs a place to stay. And the hotel is modest but would probably be ranked a 4 star if there were any hotel critics on Shartak.&lt;br /&gt;
 &lt;br /&gt;
Q. Where is the hotel? &lt;br /&gt;
*A. Exact coordinates are [-70.091,+26.351] relative location is 1 NE of the trader's hut in Derby. &lt;br /&gt;
 &lt;br /&gt;
Q. What are the rules concerning fighting, murders, natives and pirates? &lt;br /&gt;
*A. Fighting is permitted as long as both parties agree to it. Murder is forbidden, and murder in the hotel will lead to unpleasant results for whoever killed them (this excludes verifiable PKer killing, if they killed you and you have proof then it is permitted). Natives are welcome and are guaranteed safe haven, provided they remain peaceful, the same with pirates.  &lt;br /&gt;
 &lt;br /&gt;
Q. What are the benefits of staying in the hotel than just sleeping in some hut? &lt;br /&gt;
*A. Protection guaranteed by the hotel manager (me), as well as free healing should they need it. &lt;br /&gt;
 &lt;br /&gt;
Q. Do we pay you for the stay in the Hotel? &lt;br /&gt;
*A. Donations are appreciated, but this service is offered pro bono (or free if you prefer). The occasional healing is nice too.&lt;br /&gt;
&lt;br /&gt;
==Consul Missing==&lt;br /&gt;
[[Image:Jack Missing.jpg]]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
In recent weeks, Consul Jack Molay has gone missing from Derby.  This is not unusual.  In the wilds of Shartak, people frequently disappear.  Sometimes, they return.  Other times, they are never seen again.  What makes this event so significant is that the missing individual was a hero to two towns.  Consul Molay participated in the defense of York during the Fourth Battle of York and was the architect of the Derby Derby defense, a defense acknowledged by even [[the Wicksick Headhunters]] as an effective strategy.  As time passes with no word, Derbians can only wait and watch.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Jack_Missing.jpg&amp;diff=13532</id>
		<title>File:Jack Missing.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Jack_Missing.jpg&amp;diff=13532"/>
		<updated>2007-04-07T04:22:31Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Hotel.jpg&amp;diff=13531</id>
		<title>File:Hotel.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Hotel.jpg&amp;diff=13531"/>
		<updated>2007-04-07T04:22:12Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Category_talk:Delete&amp;diff=13528</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=13528"/>
		<updated>2007-04-07T01:22:46Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miscellaneous discussion=&lt;br /&gt;
&lt;br /&gt;
== Valid reasons for deletion ==&lt;br /&gt;
:''See [[The Shartak Wiki:Policies and guidelines#Deletions]].''&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;
=Deletion nomination discussion=&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;
== Talk:Royal Expedition/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;
# '''Passively Indifferent/Keep'''. I see it as a simple issue of history.  The RE has a rich history that should be preserved, but I'm not sure whether that warrants it's own specific page on the wiki.  A simple link from the current talk page I think would be appropriate, since 'hiding' the information is pointless since its stored in the wiki archives anyways.  I'm for keeping it at the moment but am open to other suggestions. --[[User:Gandhi|Gandhi]] ([[User talk:Gandhi|talk]]) 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;br /&gt;
&lt;br /&gt;
# '''Undecided''' Does the forum archive contain ''all'' these comments?  When I was reworking the RE page I thought that they were a bit bulky, hard to browse, and mostly out of date, so I tried to sum up the important bits in the history section of the main page.  I hadn't thought of creating a seperate page, but it is a nice way to keep everything a bit tidier without losing old comments. --[[User:Gitboy|Less Than Lethal]] 17:11, 1 August 2006 (UTC)&lt;br /&gt;
# '''Undecided''' Technically, I think RE should get the final say on what stays or goes on their talk page. If they believe that the information presented on that page may be misinterpreted, then they should not be held to it. Upon rereading some of these comments, I see some of the earliest observations of the large islet, the first steps of diplomacy between clans, and a little friendly squabble. I think we have much more to gain by keeping it than by losing it, but that is probably best left to RE's decision. --[[User:Lint|Lint]] 17:45, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
'''Comments'''&lt;br /&gt;
* Concerns that the RE's current views will be misrepresented by the archive can be remedied by adding a disclaimer to the top of the archive: &amp;quot;These comments are old and do not necessarily represent the current views of their posters.&amp;quot; The disclaimer could be worded as strongly as the RE wished; I just want to keep the archive on the wiki, because it contains useful ''historical'' information, and I think history is a part of roleplaying, too. Also, we're not discussing their talk page as (which I think should be for current and relevant clan discussion, where &amp;quot;current&amp;quot; and &amp;quot;relevant&amp;quot; are judged by the clan) as such, but rather an archive of it (which I think should retain anything players could find useful or wish to refer to later). By the way, it would help to avoid the impression of bad blood between the RE and DCC if someone updated [[Royal Expedition#Shark Island]], which calls the DCC &amp;quot;dastardly&amp;quot; and says that &amp;quot;a bitter war rages across the island&amp;quot; because they claimed ownership of it. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:59, 1 August 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Image:TylerWhitney.jpg==&lt;br /&gt;
&lt;br /&gt;
1. Kill - Uploaded because I didn't realise it was already on the wiki.  Apologies --[[User:The Yorkman|The Yorkman]] 21:29, 2 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
==User:Elegost55==&lt;br /&gt;
uhm... why?? [[User:Postcardsaremine|Postcardsaremine]] 01:22, 7 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=13527</id>
		<title>User:Postcardsaremine</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=13527"/>
		<updated>2007-04-07T01:18:19Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Characters ==&lt;br /&gt;
===The Ranger===&lt;br /&gt;
His very own wiki:[[User:Elegost55|Elegost]]&lt;br /&gt;
&lt;br /&gt;
Shartak ID:[http://www.shartak.com//profile.cgi?id=7043 Elegost55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Pirate===&lt;br /&gt;
His very own wiki: [[User:Kutless55|Kutless55]]&lt;br /&gt;
&lt;br /&gt;
Shartak ID:[http://www.shartak.com//profile.cgi?id=7121 Kutless55], an unaligned pirate.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Derby_Evening_Press/Issue_04&amp;diff=13526</id>
		<title>Talk:Derby Evening Press/Issue 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Derby_Evening_Press/Issue_04&amp;diff=13526"/>
		<updated>2007-04-07T01:15:51Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Hotel==&lt;br /&gt;
Nice, i never thought i'd see this here! i thought my report wouldn't make it hehehe -[[User:Postcardsaremine|Elegost]] 01:15, 7 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13466</id>
		<title>April Fool's Day</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13466"/>
		<updated>2007-04-02T02:16:28Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the page where we shall log the things that Simon does for us on April Fool's Day!&lt;br /&gt;
If anyone knows what happened last year, kindly edit for 2006. if anything happened.&lt;br /&gt;
=April Fool's Calendar=&lt;br /&gt;
==2007==&lt;br /&gt;
The following happened on 2007...&lt;br /&gt;
*Player Names reversed on-screen&lt;br /&gt;
*Movement reversed (left goes right, right goes left.. etc)&lt;br /&gt;
&lt;br /&gt;
==2006==&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13465</id>
		<title>April Fool's Day</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13465"/>
		<updated>2007-04-02T02:09:48Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the page where we shall log the things that Simon does for us on April Fool's Day! :)&lt;br /&gt;
If anyone knows what happened last year, kindly edit for 2006 :) if anything happened. hehe&lt;br /&gt;
=2007=&lt;br /&gt;
*Player Names reversed on-screen&lt;br /&gt;
*Movement reversed (left goes right, right goes left.. etc)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:April_Fool%27s_Day&amp;diff=13464</id>
		<title>Talk:April Fool's Day</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:April_Fool%27s_Day&amp;diff=13464"/>
		<updated>2007-04-02T02:07:23Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: moved the contents to discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simon is nice this time of year.&lt;br /&gt;
He flipped names backwards. He has also flipped movement backwards.&lt;br /&gt;
&lt;br /&gt;
You might spend 25ap going one way, before you realize you're not getting anywhere. Then you use 25 more to correct yourself, then you use your remaining 25 ap (assuming you wait for 75ap) to get a walk worth 25ap. So you used 75ap getting 25ap's displacement.&lt;br /&gt;
I hope you don't make the same mistake i made with [[User:Elegost55|Elegost]].&lt;br /&gt;
&lt;br /&gt;
-[[User:Postcardsaremine|Postcardsaremine]] 01:53, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I always play w/ my native character first, so I was able to catch on to what was going on after a while. However, lulled as I was into a false sense of security by the knowledge of this act, I committed an even bigger blunder with my pirate character, literally backing him into a corner on Mount Shartak from which there was no way to escape. The inaccessible tiles were unclickable as always, and clicking on the &amp;quot;accessible&amp;quot; tiles would have forced me back into the inaccessible mountain. Therefore, until April 1st is over, I'm afraid the One-Eyed Cook is stuck... I did set up a sign on the spot so that future generations venturing to the spot would be aware of this &amp;quot;deed.&amp;quot; ;) --[[User:Specialist290|Specialist290]] 02:41, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Today was wierd for Rob and Rozen, but Rincewind is used to the strange phenomina of April Fool's day backwardsness. He does not go to the toilet on this day, that would be very very bad. --[[User:Rozen|Rozen]] 08:52, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
that's fun specialist ;) stuck for a day. waste of ap, :p -[[User:Postcardsaremine|Postcardsaremine]] 11:26, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
The UD april fool finaly revealed itself. Tanks run over zombies and safehouses get airstriked. When you click the link of the tank or strike it just says 'April fools, it didn't realy. Carry on' - thing is, it'd be interesting if the tanks and strikes happened, keep everyone on thier toes. --[[User:Rozen|Rozen]] 16:55, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, and maybe Simon should include a tsunami next year and maybe some rabid monkeys. hehehe -[[User:Postcardsaremine|Postcardsaremine]] 02:07, 2 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13458</id>
		<title>April Fool's Day</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13458"/>
		<updated>2007-04-01T11:26:30Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simon is nice this time of year.&lt;br /&gt;
He flipped names backwards. He has also flipped movement backwards.&lt;br /&gt;
&lt;br /&gt;
You might spend 25ap going one way, before you realize you're not getting anywhere. Then you use 25 more to correct yourself, then you use your remaining 25 ap (assuming you wait for 75ap) to get a walk worth 25ap. So you used 75ap getting 25ap's displacement.&lt;br /&gt;
I hope you don't make the same mistake i made with [[User:Elegost55|Elegost]].&lt;br /&gt;
&lt;br /&gt;
-[[User:Postcardsaremine|Postcardsaremine]] 01:53, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I always play w/ my native character first, so I was able to catch on to what was going on after a while. However, lulled as I was into a false sense of security by the knowledge of this act, I committed an even bigger blunder with my pirate character, literally backing him into a corner on Mount Shartak from which there was no way to escape. The inaccessible tiles were unclickable as always, and clicking on the &amp;quot;accessible&amp;quot; tiles would have forced me back into the inaccessible mountain. Therefore, until April 1st is over, I'm afraid the One-Eyed Cook is stuck... I did set up a sign on the spot so that future generations venturing to the spot would be aware of this &amp;quot;deed.&amp;quot; ;) --[[User:Specialist290|Specialist290]] 02:41, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Today was wierd for Rob and Rozen, but Rincewind is used to the strange phenomina of April Fool's day backwardsness. He does not go to the toilet on this day, that would be very very bad. --[[User:Rozen|Rozen]] 08:52, 1 April 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
that's fun specialist ;) stuck for a day. waste of ap, :p -[[User:Postcardsaremine|Postcardsaremine]] 11:26, 1 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13450</id>
		<title>April Fool's Day</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=April_Fool%27s_Day&amp;diff=13450"/>
		<updated>2007-04-01T01:53:01Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Simon is nice this time of year.&lt;br /&gt;
He flipped names backwards. He has also flipped movement backwards.&lt;br /&gt;
&lt;br /&gt;
You might spend 25ap going one way, before you realize you're not getting anywhere. Then you use 25 more to correct yourself, then you use your remaining 25 ap (assuming you wait for 75ap) to get a walk worth 25ap. So you used 75ap getting 25ap's displacement.&lt;br /&gt;
I hope you don't make the same mistake i made with [[User:Elegost55|Elegost]].&lt;br /&gt;
&lt;br /&gt;
-[[User:Postcardsaremine|Postcardsaremine]] 01:53, 1 April 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Cutlass_Chronicle/Issue_01&amp;diff=13434</id>
		<title>Talk:The Cutlass Chronicle/Issue 01</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Cutlass_Chronicle/Issue_01&amp;diff=13434"/>
		<updated>2007-03-30T01:25:48Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;May i be the first to say, what a brilliant paper. I loved the Lutheran argument, its the same thing i had with this priest i spoke to the other week. when is issue 2??????? --[[User:Rozen|Rozen]] 19:46, 27 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've got no idea in hell.&lt;br /&gt;
To be honest, this has been sitting on our forums since before Valentine's Day, I just finally decided to get some of the material we had and push it together. I think none of the MG know yet that this is up, actually. If it gets a good response, look for another within the next two weeks. So far, our responses have been &amp;quot;NOT ANOTHER PAPER!&amp;quot; and yours. Thanks for the kind words, may we make fun of you in the next issue? -[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;The Malice&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 21:11, 27 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Erm...only if It's either realy funny or a characature of me, if thats spelt right. OK, let me see it first and i'll tell you ;) --[[User:Rozen|Rozen]] 05:46, 28 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
this is fun, something to expect to see in York. -[[user:elegost55|'''&amp;lt;font color=&amp;quot;black&amp;quot;&amp;gt;elegost55&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[1st Derby Privateers|&amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;1stDP&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 01:25, 30 March 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Items&amp;diff=13433</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Items&amp;diff=13433"/>
		<updated>2007-03-30T01:11:18Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: changed the background color of the table headings to something more readable than black&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: right; margin: 0 0 10px 10px&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
Various '''items''' are scattered on the island and can be carried in a player's [[inventory]]. All items can be found by searching in the appropriate places; some tend to be found more in huts and villages, while others are more likely to be found in the jungle. All items can be [[Trading|traded]] to [[trader]]s for what they have in stock.&lt;br /&gt;
&lt;br /&gt;
Most items are used for cost of 1 AP by clicking on them in the inventory.  Clicking on items which are only useful in battle or trade will give you a short description of the item, at no cost of AP.&lt;br /&gt;
&lt;br /&gt;
For more information, see [[Talk:Items]].&lt;br /&gt;
&lt;br /&gt;
== Melee weapons ==&lt;br /&gt;
&lt;br /&gt;
The default weapon, the punch, deals 1 point of base damage at 10% base accuracy.&lt;br /&gt;
&lt;br /&gt;
There is a very low chance of a weapon dealing additional damage during combat. &amp;quot;Maybe it's luck or maybe it's skill, your attack is right on target and inflicts more damage than normal. You attack [the target] for 5 damage.&amp;quot; There is also a very low chance of a weapon breaking during combat, which causes you to lose that weapon. &amp;quot;Unlucky or just clumsy? The blade snaps off and you're left holding the handle, which you discard.&amp;quot; The odds that a weapon will break on a given swing appear to be about 0.1%, and the odds of dealing extra damage look to be the same; see [[Special weapon event odds]] for more information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&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;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Melee Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt Knife&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Camps&lt;br /&gt;
|Can't write. Can be sharpened.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Dagger&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ruins&lt;br /&gt;
|Required for [[Writing|writing messages]] on trees or huts.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$100&lt;br /&gt;
|Jungle&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt machete when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;machete&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$70&lt;br /&gt;
|Camps, Jungle&lt;br /&gt;
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a machete.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$120&lt;br /&gt;
|Ship&lt;br /&gt;
|Breakable. Required for chopping through the jungle. Can become a blunt cutlass when you chop vegetation; see [[Special weapon event odds]].&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blunt&amp;amp;nbsp;cutlass&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$80&lt;br /&gt;
|Ship&lt;br /&gt;
|Required for chopping through the jungle, but doesn't always succeed at doing so. Can be sharpened with a sharpening stone to become a cutlass.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Heavy&amp;amp;nbsp;sword&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$5000&lt;br /&gt;
|Jungle&amp;amp;nbsp;(?)&lt;br /&gt;
|''Extremely'' rare; only a few are rumored to exist.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ranged weapons and ammunition ==&lt;br /&gt;
Unlike melee weapons, ranged weapons rely on ammunition. If a ranged weapon is not loaded, the character will not be able to attack with it. Reloading is accomplished for 1 [[AP]] by clicking on name of the ammunition associated with weapon in the inventory list.&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;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Ranged Weapons&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Base damage !! Base accuracy !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Outsider ammunition huts, Outsider camps&lt;br /&gt;
|Needs ammo (rifle bullets). Holds 2 bullets at a time. Requires 2 inventory spaces (regardless of how many bullets are loaded). ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Blowpipe&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|4+&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|20%&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$300&lt;br /&gt;
|Native ammunition huts, Native camps&lt;br /&gt;
|Needs ammo (poison darts). Holds 1 dart at a time. Requires 2 inventory spaces (whether loaded or empty). ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''.  Initially inflicts 4 HP of damage for 4 XP. Animals take a further 2 HP of damage immediately from poison, while human targets incur 1 HP of damage on each of their next four actions.  No XP is gained from poison damage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&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;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Ammunition&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rifle bullet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|Outsider ammunition huts, Outsider camps''&lt;br /&gt;
|Used as ammo for rifles (which hold 2 bullets each). Found as singles or in boxes with up to 9 in a box; boxes immediately break out into individual bullets, taking 1 inventory space per bullet. ''('''Outsiders only'''; natives require ''[[outsider knowledge]]'' to use.)''&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Poison dart&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$10&lt;br /&gt;
|Native ammunition huts, Native camps''&lt;br /&gt;
|Used as ammo for blowpipes (which hold 1 dart each). Found as singles or in bundles with up to 9 in a bundle; bundles immediately break out into individual darts, taking 1 inventory space per dart. ''('''Natives only'''; outsiders require ''[[native knowledge]]'' to use.)''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Consumables ==&lt;br /&gt;
&lt;br /&gt;
Using a consumable item takes 1 AP and removes the item from your inventory.  XP is also gained equal to the HP restored or removed by the item.&amp;lt;br&amp;gt;  &lt;br /&gt;
Fruits and drinks may only be used on yourself. First aid kits and healing herbs may also be used to heal [[animals]] and other characters (including [[NPC]] [[trader]]s and [[shaman]]s). Attempting to use one on someone with full health uses no AP and does not waste the item; instead, you will see that &amp;quot;''Player'' is already at full health.&amp;quot;&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;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Consumables&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! Restores!! [[Trading#Trading_Hut_Prices|Normal trade value]] !! Price per 1HP healed !! [[Locations]] !! Notes&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Banana&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|banana tree, loose in jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Mango&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|1 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|mango tree, jungle&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of beer&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|outsider camps, beach&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of rum&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|shipwreck&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'brown liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|outsider camps, shipwreck, use empty bottle in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty bottle.  Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bottle of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty bottle in salt water (beach, ocean)&lt;br /&gt;
|Damages for 2 HP, gives 2 XP, and leaves an empty bottle.   Natives without ''[[outsider knowledge]]'' see it as 'liquid', but may drink it normally. &lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$30&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$15&lt;br /&gt;
|loose in jungle, use empty gourd in fresh water (river, lake)&lt;br /&gt;
|Drinking it gives an empty gourd.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Gourd of salt water&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|use empty gourd in in salt water (beach, ocean)&lt;br /&gt;
|Damages for 2 HP, gives 2 XP, and leaves an empty gourd.  Outsiders without ''[[native knowledge]]'' see it as a 'gourd of water' and may drink it normally, but can't tell it from ordinary water.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of tasty berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|berry bush, jungle&lt;br /&gt;
|Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from poisonous berries.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Bunch of poisonous berries&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|-2 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$20&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|($10 per 1 HP damage)&lt;br /&gt;
|berry bush&lt;br /&gt;
|Inflicts 2 HP damage on self, but gives 2 XP.  Outsiders without ''[[native knowledge]]'' recognize them as 'berries' and may use them normally, but cannot identify them from tasty berries.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|First aid kit&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck, jungle&lt;br /&gt;
|Heals 5 HP unskilled, or 10 HP with First Aid skill.  Heals shark bite wounds.  Natives without ''[[outsider knowledge]]'' recognize this item but are unable to use it.  &amp;quot;FAK&amp;quot; and &amp;quot;kit&amp;quot;  are common abbreviations.&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Healing herb&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|5/10 HP&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$200&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$40/$20&lt;br /&gt;
|outsider medical huts, shipwreck&lt;br /&gt;
|Heals 5 HP unskilled, or 10 HP with Natural Medicine skill.  Heals shark bite wounds.  Outsiders without ''[[native knowledge]]'' see this item as a &amp;quot;dried herb&amp;quot; and are unable to use it.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Empty bottle====&lt;br /&gt;
Remains in your inventory after drinking a bottle of beer, rum or water. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Trading#Trading_Hut_Prices|Normal trade value]]: $25. &amp;lt;br&amp;gt;&lt;br /&gt;
They may be filled at certain locations, including:&lt;br /&gt;
* Water in inland rivers (gives bottle of water)&lt;br /&gt;
* Water at beach (gives a bottle of salt water)&lt;br /&gt;
&lt;br /&gt;
====Empty gourd====&lt;br /&gt;
Drinking a gourd of water leaves an empty gourd in your inventory.  Functionally, it is identical to an empty bottle, except that the two count as separate items in the trading hut.&lt;br /&gt;
&lt;br /&gt;
== Useful equipment ==&lt;br /&gt;
&lt;br /&gt;
=== GPS unit ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $250&lt;br /&gt;
* '''[[Locations]]''': outsider camps, outsider resource huts&lt;br /&gt;
* '''Usable by''': outsiders; natives with ''[[outsider knowledge]]''&lt;br /&gt;
&lt;br /&gt;
Gives the coordinate location of your character when a signal is available in a non-dense, non-enclosed area. Coordinates are in the form [-70.366,+26.443], where the first number is the X coordinate (longitude) and the second is the Y coordinate (latitude). Moving a single square represents a change in coordinate in that direction of 0.001.&lt;br /&gt;
&lt;br /&gt;
[-70.366,+26.443] is considered the same as 26.443N 70.366W (check out the location with [http://maps.google.com/?ie=UTF8&amp;amp;om=1&amp;amp;z=5&amp;amp;ll=26.443,-70.366&amp;amp;spn=22.710548,28.125 Google Maps])&lt;br /&gt;
&lt;br /&gt;
=== Piece of driftwood ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $70&lt;br /&gt;
* '''[[Locations]]''': beach, dunes, boatyard&lt;br /&gt;
A [[signpost]] can be built out of two pieces of driftwood.&lt;br /&gt;
&lt;br /&gt;
=== Sharpening stone ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''':all camps&lt;br /&gt;
&lt;br /&gt;
Clicking on it will sharpen either a blunt machete or blunt cutlass from your inventory.&lt;br /&gt;
&lt;br /&gt;
== Currency ==&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $1000&lt;br /&gt;
* '''[[Locations]]''': ruins, hold (shipwreck)&lt;br /&gt;
&lt;br /&gt;
Ten times more valuable than gold at normal prices. Unlike gold, gems require inventory space.&lt;br /&gt;
&lt;br /&gt;
=== Gold coin ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $100&lt;br /&gt;
* '''[[Locations]]''': camps, jungle, beach&lt;br /&gt;
&lt;br /&gt;
Being the currency of the island, gold coins are the only items to require no inventory space, and up to 100 can be given to any player in the same location via the &amp;quot;Give&amp;quot; button. Clicking on a gold coin in one's inventory flips it and gives &amp;quot;heads&amp;quot; or &amp;quot;tails&amp;quot; as a result: &amp;quot;You toss a gold coin into the air and catch it. It shows heads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Charms and Amulets ==&lt;br /&gt;
Charms are automatically listed in your character profile, and may or may not give an advantage to gameplay.  Examining one gives the message: &amp;quot;The [item] doesn't appear to actually do anything. Maybe just carrying it is sufficient if you believe in its power.&amp;quot;&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;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Charms and Amulets&lt;br /&gt;
|-bgcolor=&amp;quot;#0095B6&amp;quot;&lt;br /&gt;
!Name !! [[Trading#Trading_Hut_Prices|Normal trade value]] !! [[Locations]] !! Known powers&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Rabbit foot charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Parrot feather charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Silver skull cross&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Monkey claw charm&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|? &lt;br /&gt;
|align=&amp;quot;right&amp;quot;|jungle&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Tiger tooth amulet&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|$50&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Temple Ruins south of shipwreck&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Increases melee weapon atributes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
When searching in certain areas, players may catch animals.  These have no practical function, but may be exchanged at the trading hut.&lt;br /&gt;
&lt;br /&gt;
=== Crab ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $50&lt;br /&gt;
* '''[[Locations]]''': beach&lt;br /&gt;
&lt;br /&gt;
=== Poisonous snake ===&lt;br /&gt;
* '''[[Trading#Trading_Hut_Prices|Normal value]]''': $5&lt;br /&gt;
* '''[[Locations]]''': grasslands&lt;br /&gt;
&lt;br /&gt;
==Broken knife (discarded)==&lt;br /&gt;
Searching in certain locations, such as water or swamp, gives the message &amp;quot;You search and find a broken knife which you discard.&amp;quot; Receiving this message indicates that no items can be found in this particular location at all.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Clan&amp;diff=13428</id>
		<title>Talk:Clan</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Clan&amp;diff=13428"/>
		<updated>2007-03-28T13:05:50Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you make a clan, is it possible to delete that clan later if you want to make a new one? or you can make only one? -[[User:elegost55|elegost55]] 13:05, 28 March 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Simon&amp;diff=13232</id>
		<title>User talk:Simon</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Simon&amp;diff=13232"/>
		<updated>2007-03-15T08:32:59Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Zergbot City! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Greetings==&lt;br /&gt;
Hiya. &amp;gt;.&amp;gt; Sorry. I just saw that your discussion page looked lonely, and felt like making it not-so-lonely.--[[User:Wifey|Wifey]] 01:36, 15 May 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Have search odds been tweaked? GPS units appear common as dirt in Medical Huts (after 700 searches without a GPS unit, that seems like a change to the code). Thanks! --[[User:Tycho44|Tycho44]] 20:43, 17 May 2006 (BST)&lt;br /&gt;
* Possibly, but only in terms of how often GPS units are offered and what locations. Have tweaked it again since I made a slight error in the calculations. --[[User:Simon|Simon]] 23:29, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
Do you still play Urban Dead? [[User:Kripcat|Kripcat]] 09:13, 26 May 2006 (BST)&lt;br /&gt;
* Sometimes yes, although not as often as I used to. --[[User:Simon|Simon]] 23:29, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Re: Comments for LouisB3 ==&lt;br /&gt;
&lt;br /&gt;
Thanks for the feedback. Your specifics sound good (including the toolkit cost) - and, of course, you're the boss. &lt;br /&gt;
*Regarding jungle density: I figured it would need to be zero only when starting, so as to lay a foundation and such.&lt;br /&gt;
*A short hut description is good, I think; I just figured builders would want to give it a few distinguishing features, and the custom descriptions on the inside and outside sound great for that. &lt;br /&gt;
*The biggest puzzle for me is the utility of a partially completed or partially decayed hut: would a hut only be usable if all 50 (or however many) sections are present? If so, then it seems like an owner should be able to perform maintenance before the hut becomes suddenly unusable. Perhaps, then, the hut is usable at 45/50 completion, and the decay is noted in the description.&lt;br /&gt;
*The only other matter I can think of is the relationship between building and owning. The best option is probably having the step-one builder as owner, especially if anyone can add to the hut. From there, it's just a matter of ensuring that passersby know that they won't get any special reward for maintaining somebody else's hut.&lt;br /&gt;
--[[User:LouisB3|LouisB3]] 23:15, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
:* I would imagine that it'd be usable (i.e, can enter it) from 1 section and upwards, but with an uncustomised description that doesn't make it sound very inviting. Custom descriptions would only be shown from (for example) sections 45 upwards. And as for the owner, it would be the person who put the first section down. --[[User:Simon|Simon]]&lt;br /&gt;
&lt;br /&gt;
Regarding my goals: yes, those are my (extremely long-term) goals for my only character. I was surprised there weren't more uber-characters (max level, etc.) given the patterns in Urban Dead. In a game like Shartak, the only limit on great accomplishments is one's organization and the number of days (weeks, months) one plays the game. It's good by me - I put in my 10-15 minutes each day, and I won't be outstripped by the &amp;quot;hardcore&amp;quot; players who would spend hours per day if not for AP. --[[User:LouisB3|LouisB3]] 23:15, 3 June 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
== Vandalism ==&lt;br /&gt;
&lt;br /&gt;
I was wondering, is there any sort of penalty able to be used against vandals? I'm thinking of making posts and putting another user's name, creating pages for the sole intent of making others look bad, creating spam on pages, and so on. Is the only way to revert the edits manally? -[[User:Mark D. Stroyer|Mark D. Stroyer]] 21:49, 20 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yes, the few wiki admin (Elembis, Lint and myself) can roll the changes back to the previous revision with one click, or you can copy-paste the whole page/section from the previous revision into the current edit page (tricky to explain). If someone repeatedly vandalises pages, the wiki admin can ban them for a period. --[[User:Simon|Simon]] 23:41, 20 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've PMed Mark about this on the Derbians boards, but only about thirty seconds ago, so i dont know if he's read it yet...The character Rob Zombie works on the wiki account of Rozen because signing in and out of the wiki is annoying when you have two active characters. So if Rob Zombie signs a post by Rozen, that's all kosher because we're the same guy. Sorry for the confusion, most people who know the characters know about the wiki thing. [[User:RobZombie|RobZombie]]/[[User:Rozen|Rozen]]&lt;br /&gt;
&lt;br /&gt;
Hey, i'd like to bring up something.&lt;br /&gt;
Perhaps you already know, but yeah its worth a shot,&lt;br /&gt;
There is a guy (or guys) in Derby that keep messing around with the writings on huts.&lt;br /&gt;
One of my characters, Elegost55 from Derby, often sees the changes in the carvings on important buildings, like the Ammo Hut, Medical Hut and Trader's Hut.&lt;br /&gt;
Whenever i see the carving changed, i carve it back to the real thing. but some one keeps changing them, so i was wondering if it was possible that players can note if anyone changes carvings?&lt;br /&gt;
cause its not mainly for me, the gps unit serves me well, but more for noobs who are still lost in Derby. (and for sanity's sake! &amp;quot;Do you have stairs in your house?&amp;quot; is written on every hut in Derby.) hehe just a thought though. [[user:postcardsaremine|postcardsaremine]]&lt;br /&gt;
:This would be better place in the Suggestions area. For the sake of convenience, I'll add it.--[[User:Black Joe|Black Joe]] 22:26, 23 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Back on topic, could I please request a ban for Keiichi for repeated vandalism to the '''Colonial Police''' wiki page even when he's been asked to stop? For example, [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12917&amp;amp;oldid=12916 1], [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12916&amp;amp;oldid=12914 2], [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12916&amp;amp;oldid=12914 3], [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12907&amp;amp;oldid=12887 4], [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12858&amp;amp;oldid=12857 5], [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12857&amp;amp;oldid=12841 6], and [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12651&amp;amp;oldid=12624 7]. Thank You. -[[User:Che|Che, slayer of Arminius.]] 22:01, 28 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Che, I'd stop if the Colonial Police would stop insulting me. It's okay putting me up as a criminal, but why make it personal? -Keiichi.&lt;br /&gt;
&lt;br /&gt;
Actually, you want to make it personal. [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12651&amp;amp;oldid=12624 Here] you changed it from &amp;quot;Will be forgiven of all crimes and have title of 'village idiot' removed if he kills 15 MG thugs.&amp;quot; to &amp;quot;Wanted in York for being great.&amp;quot;. Does &amp;quot;Will be forgiven of all crimes and have title of 'village idiot' removed if he kills 15 MG thugs' an insult? No. [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12857&amp;amp;oldid=12841 Here] you changed it from &amp;quot;Wanted for being Keiichi&amp;quot; to &amp;quot;the greatest torso collecting policeman EVER.&amp;quot; Is &amp;quot;Wanted for being Keiichi&amp;quot; an insult? No. You make it out to be one. You could be wanted for being Keiichi, for being great. You could be wanted for being great. Are you? No, you're wanted for being a moron. [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12858&amp;amp;oldid=12857 Here] you added the text &amp;quot;Also, we love to kill random people, and we are the closest thing to a nazi in Shartak.&amp;quot; What if your defense there? You are not a member of the Colonial Police, so you have no right to edit the Wiki page and add contract. [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12907&amp;amp;oldid=12887 Here] you deleted what I had put in. You have no right to delete what I type without my premission. [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12916&amp;amp;oldid=12914 Here] we really insulted you, but not being a member of the CP, you had no right to change it. The same thing with [http://wiki.shartak.com/index.php?title=Colonial_Police&amp;amp;curid=1567&amp;amp;diff=12917&amp;amp;oldid=12916 this]. You claim they're &amp;quot;crimes nobody cares about&amp;quot;, but you certainly seem to care. You won't let a day go by without reminding all of York of your stupidity. '''Bottom line: Even if we insulted you, you edited the Colonail Police wiki page even when being told not to several times. You added lines upon lines of vandalism. You added incorrect facts in a desperate attempt to make yourself notlook like a total fool (mission failed), and you removed information and data from the Colonial Police wiki page after being told not to very clearly.''' -[[User:Che|Che, slayer of Arminius.]] 22:07, 1 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
You know Keiichi, the CP, while being somewhat known for insulting people on their wiki page, are actual pretty decent guys. These are less insults and more playful banter, like when Kjendlie and I fought over which revolutionary traitor to name me after. I think it's best you forget what it says about you on their page, and focus on doing the same of what you did to get there- Killing random people for no reason.--[[User:Zydd Soral|Zydd Soral]] 23:17, 1 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
Che, I actually am in the Colonial Police, look at my profile. Also, I cant believe im being called a fool by somebody who calls himself 'Che, slayer of Arminius.' I'll stop messing around with the CP wikipage, but only because it's rude to other people who dont quite deserve it. I dont hate the Colonial police, but if they want people to be fair, they should do the same. -Keiichi&lt;br /&gt;
&lt;br /&gt;
==Zergbot City!==&lt;br /&gt;
&lt;br /&gt;
I was tripple teamed today by Rozen Sucks, Rozen Blows and Kill Rozen. Three people, to kill one man. All newbie accounts. I suspect Petey of doing this, because I killed his PKing self several times in the last couple of days. Soooo...does making three accounts with the common goal to kill one man, then achieving that goal in triumvirate effort count as zerging? Can you slap a curse on these three mofos? or a restraining order? --[[User:Rozen|Rozen]] 20:42, 8 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
petey attacks you for 3 damage. (2007-03-14 17:21) - &lt;br /&gt;
Kill Rozen attacks you for 2 damage. (2007-03-14 18:42) - I suppose the timing between these attacks gets petey off the hook. But are the Rozen zergers cursed?&lt;br /&gt;
&lt;br /&gt;
I've seen those dudes around, while floating as a spirit. i thought it was something like a walking advertisment. then now, i realized. its a zergling. -[[User:Kutless55|Kutless55]] 08:32, 15 March 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13231</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=13231"/>
		<updated>2007-03-15T08:26:35Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Villagers as NPCs */&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;
&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;
&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;
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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;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 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;
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*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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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&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;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 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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=== 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;
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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;
&lt;br /&gt;
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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&lt;br /&gt;
===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
''Edit'':&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
1 person: Raft&lt;br /&gt;
&lt;br /&gt;
2 people: Large raft&lt;br /&gt;
&lt;br /&gt;
3-4: Small boat&lt;br /&gt;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
&lt;br /&gt;
7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
&lt;br /&gt;
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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===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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
''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;
&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;
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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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===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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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&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;
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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;
* 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;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 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;
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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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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;
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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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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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&lt;br /&gt;
Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
&lt;br /&gt;
I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
&lt;br /&gt;
Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
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&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
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Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
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C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
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:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
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=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (UTC)&lt;br /&gt;
:It just strikes me as unrealistic that folk are going to keep dead bodies lying around in huts.  Moving the body outside doesn't have much if any game impact beyond allowing folk to clear the huts of bodies.--[[User:Johan Crichton|Johan Crichton]] 21:24, 13 March 2007 (UTC)&lt;br /&gt;
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===Villagers as NPCs===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New NPC - Villager|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=This might require extreme coding, but will add to an already fantastic game. Essentially, villagers are NPCs. They are localised to squares entirely surrounded by cleared jungle. There could be ten villagers per square (turning off &amp;quot;see villagers&amp;quot; could be in the preferences to restrict annoyance). A camp needs 50 villagers to maintain an ammo hut, medical hut, shaman, and trader. For every 50 villagers after that, search odds in the huts are improved by 10%. Villagers could be attacked by enemies of the camp, but would have the same stats as elephants (high HP, good defence rate - reflecting reality). This would allow five developments which, in my very humble newbie opinion, might aid the game.&lt;br /&gt;
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1) Players could all be soldiers/pirates/warriors/scouts/scientists, etc., i.e. playing the hero, without having to play as boring old villagers.&lt;br /&gt;
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2) Attacks on camps would be meaningful, as lowering the number of villagers will hurt, or even wipe out opposition camps.&lt;br /&gt;
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3) The Shipwreck would have no villagers, giving the pirates more distinction from outsiders.&lt;br /&gt;
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4) Maxed-out players might find it more interesting.&lt;br /&gt;
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5) Players could create new camps (perhaps only maxed-out players could have this new skill, &amp;quot;Colonise&amp;quot;).&lt;br /&gt;
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There could be distinctions between native and outsider villagers, etc. It might be very complicated to spawn new villagers once more squares are cleared as well. Anyway, it's a suggestion, what do you think?|&lt;br /&gt;
suggest_time=14:08, 14 March 2007 (GMT)|&lt;br /&gt;
suggest_author=[[User:Apocalypso|Apocalypso]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I like this idea a lot. What would be the mechanism for regeneration of villagers? If some version of this is introduced, the old discussion of Defense comes up. There is absolutely 0 means to defend an area in the game right now, thus no way to protect your village(/viallagers) from being killed. I think that some means of defense is a 'must' if this is done. And a combination of this and defense would be a major boost for the game. There are several player-based inherent problems that come up, for example an Armadox or a Keichi or a Long Fin Killie, who freely and prolifically kill their own people, and cant be kicked out of town because the local shaman revives them cheap, might take to slaughtering their own civilians. Then of course there would be people creating alternate accounts specifically to attack these villagers of other towns, e.g. a pirate creating 2 or 3 dalpok natives whose sole goal is using every one of their AP attacking dalpok npc-villagers. (Perhaps local PKers and alt-abusers could be discouraged by having a light curse imposed on any character every time they kill one of their own villagers, 'the spirits are very displeased that you killed one of your own people'). Some means of actually being able to actually damage or even occupy(!) a settlement is thinking down the right path for sure. As of now we have no way of doing so, and this limits the game. -[[User:Arminius|Arminius]] 01:08, 15 March 2007 (UTC&lt;br /&gt;
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Hmmm, not bad. But attacking npcs to hurt a town would make it like a Halo Oddball game. Perhaps you'd get cursed even if you just TRY to attack (ie. miss) a friendly npc villager. But healing them won't curse you. They'd die just like everyone else too!&lt;br /&gt;
They could respawn just like every other npc. But make them have professions. Like blacksmith, farmer, woodcutter, sculptor, etc. They could also wander around town, you know, like real village people.&lt;br /&gt;
On the screen you can see them as an outsider and if you hover your mouse over them, they show the blacksmith or such. Like.. 10 villagers per camp. The shipwreck should have crewmen, the cook and the cabin boy! -[[User:Elegost55|Elegost55]] 08:26, 15 March 2007 (UTC)&lt;br /&gt;
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===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
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		<author><name>Postcardsaremine</name></author>
		
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=13190</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=13190"/>
		<updated>2007-03-13T09:55:32Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Huts: Body Dumping */&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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=== 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;
:*A for Anarchy is right about warrior/soldiers skill trees. One idea to lively things up is for Native warriors to get a skill allowing them to manufacture a poison dart if they have a bunch of poisonous berries. This will allow them to not have to go back to their home villages to restock on ammo, they could 'live off the land' by simply searching the local poisonous berry bushes and making poison darts themselves. Soldiers should get something else, in line with the theme of the game. (Of course if it was up to me, the whole ranged weapon system would be overhauled. Another problem with ranged weapons is that they are useless to non-soldierwarriors) [[User:Arminius|Arminius]] 23:38, 26 August 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;
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*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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''The following is a Pet suggestion made by [[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 15:09, 28 November 2006 (UTC)&lt;br /&gt;
*1. Create several new skills, with Animal Affinity as a prerequisite:&lt;br /&gt;
**Small Animal Training (base 25% chance of success): by expending a unit of Animal Feed, you can convert a small animal (monkey, parrot or small deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random fun thing visible to thos around you. eg: a parrot might tell a little joke, the monkey might do a little dance, and the deer just stands there looking irrestibly cute. &lt;br /&gt;
***Large Animal Training (base 10% chance of success)by expending a unit of Animal Feed, you can convert a large animal (elephant, tiger or large deer) into a friendly pet. This would function mechanically just like any other item in your inventory, except when clicked on it does some random thing. eg: a elephant might trumpet majestically, the tiger might roar, and the deer does, umm, impressive deer stuff. &lt;br /&gt;
**Combat Trained Animals: Allows the possessor to command their large or small animal to attack. Mechanically this makes the previously trained animals into weapons. Small animals hit at 50%, doing 1 point of damage. Large Animals hit at 10%, but do 5 points of damage. With each attack, there would be a chance similar to that of a machete to go dull or break, in the case of an animal, though, it dies or runs off, and is therefore lost.&lt;br /&gt;
*2. Create an item called &amp;quot;Animal Feed&amp;quot;. It would be available from the traders, for approximately the same as a FAK. It is used up by rolling either Train Animal skill, whether the roll is successful or not. In the case of Combat Trained Animals, it might be expended in a manner similar to a rifle's bullets. Not sure about that last part, though. lol&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;
** 1XP isn't much of an incentive to do anything, except spam everyone (depending on the radius of the sound of course). Maybe it should be 10XP or more but a low (&amp;lt;5-10%) chance of making a decent sound that everyone hears. Another possibility, either in addition to or instead of the blowing action, is that you can take the conch back to a trader or shaman for some kind of bonus item or amount of gold, thus encouraging the conch holder to take it back to civilisation. Ignore the race condition, I have this part dealt with such that it won't happen. --[[User:Simon|Simon]] 10:43, 24 September 2006 (UTC)&lt;br /&gt;
** Implemented. I'll leave you to figure out just how it works. --[[User:Simon|Simon]] 22:06, 8 November 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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=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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===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;
&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;
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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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===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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*Something that would require even less work on Simon's part, but would still convey the feel of a hurricane would be to change some descriptions temporarily. Add, &amp;quot;The wind howls about you and the rain drives fiercely&amp;quot;, to all outdoor descriptions.  Add &amp;quot;The deadly storm rages just outside. You don't know how long this little hut can survive.&amp;quot; to indoor descriptions. He could also temporarily expand the range of &amp;quot;sharks&amp;quot; to include all outdoor locations (possibly with a lower likelihood of being bitten, as it seems more or less automatic once you swim far enough out) but change the description to &amp;quot;A piece of flying debris injures you.&amp;quot; This would make being indoors scary and being outdoors potentially deadly.--[[User:Nosimplehiway|Nosimplehiway]]--[[User:Nosimplehiway|Nosimplehiway]] 14:36, 28 November 2006 (UTC)&lt;br /&gt;
::I have just advocated a similar ideas for storms at the new forum. Have a mass of black cloud move onto the island. The rivers swell and move rapidly, causing death to those in the water. Lightning strikes and strong winds cause HP damage or death. [[FirstAmongstDaves]]&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;
&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;
** &amp;quot;I'd like to stare at someone long enough to figure out what they look like and what they're wearing and carrying.&amp;quot; I support this. For convenience, the game has already conflated face-recognition with user-profile. There doesn't exist an in-between level: either you know all their skills and their profile description, or you aren't able to target them at all. We could eventually migrate toward a solution (and perhaps introduce new skills and actions, such as Disguise that would conceal your skillset and kill stats). But in the meantime it would be nice to have the suggested convenience. --[[User:Tycho44|Tycho44]] 21:05, 25 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;
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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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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;
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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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To be honest, I wasn't thinking of actually showing the areas you can see, I was thinking along the lines a purely text feature, that would operate in a similar way to &amp;quot;search&amp;quot;. There would be a button that would &amp;quot;list&amp;quot; each direction (N,E,S,W) and the players you could see in those areas. Actually displaying more sqaures on screen sounds pretty complicated... --[[User:Zeff|Zeff]] 19:58, 26 August 2006 (UTC)&lt;br /&gt;
:The problem with just text is not everyone is going to be directly north or west or south or east of you, most of the time they will be at strange angles. Simon's idea of a 15x15 grid when you climb a tree is a good one, if it is able to be done. Here's the idea I got while reading this suggestion: firstly, new item-telescope (explorers would start with one, they would be occassionally found in outsider towns. natives would have no access, like gps). Going atop a tree or crow's nest or climbing on top of ruins would give you four buttons: look north, look west, look south, look east-- but only if you have a telescope. Each would cost 5 or 10 AP (it would take a long time to throughly search with the horizon with your telescope.) You would be shown something like [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?cx=-70648&amp;amp;cy=26343&amp;amp;dn=1&amp;amp;zn=1 this map] (but not as big), it would display the area north of your immediate area if you chose 'look north', south of yoru area if you chose 'look south, etc, and it would tell you where others are.&lt;br /&gt;
:- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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Zeff, You are on the right track with your hiding suggestion I think, but it shouldnt be atop trees. People should have an ability to hide in the jungle, and an on-ground hiding skill has been suggested before. I still think it is a good idea. Here is one version of the idea, suggested by Armadox on the forum:&lt;br /&gt;
&amp;lt;&amp;lt;Armadox_The_Butcher wrote: What about a skill that allows you to use your last 10 ap to hide in the foilage? It marks you off the map, like being a spirit. Spirits can still see you, and anyone searching the area can uncover you. but it'll keep your hide safer untill you log back on?&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Arminius wrote: This is a good idea, but how about instead of having to search, someone who steps onto the same square automatically discovers you? But people wouldnt be able to see you from other squares like they can now. Currently if you are standing on any of the 25 squares in someone's line of sight, they can see you, but if you were to be hidden they wouldnt be able to unless they are on your square. This could serve as an ambushing skill as well as a hiding skill. By ambushing I mean hiding and then waiting till someone comes to a square near you to rest, and naturally they wouldnt know youre there, then you emerge to kill the poor sucker&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Crowjane wrote: sounds generally nice, but what if everyone has it. I foresee no ambushing but endless travels without any human contact...&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;&amp;lt;Tycho44 wrote: I like the idea of having an extremely expensive Hide Skill (12AP-30AP to use?) that only works to cloak you from those not in your square. By hiding, you would prevent animals and players from seeing and pursuing you unless they actually stumbled into your square (Trackers could use Tracking Skill). When the cost of hiding is high, many players will choose to step 5 or 15 spaces further back into the wilderness instead, so the game impact would be relatively mild. Also, hiding could require Jungle d5 or higher to use, just like concealed huts and trees. That would prevent ambushes from inside the town.&amp;gt;&amp;gt; ([http://shartak.forumsplace.com/message-152-15.html From here]).&lt;br /&gt;
&amp;lt;br&amp;gt;- [[User:Arminius|Arminius]] 23:18, 26 August 2006 (UTC)&lt;br /&gt;
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*'''Oppose'''. Complications aside, the original suggestion would effectively make the island larger, which would make player interaction more rare, and that's simply bad. I'd support an ''x'' AP &amp;quot;Lookout&amp;quot; ability in suitably dense jungle that would simply return flavor text revealing the location of one or more nearby players or animals. (&amp;quot;You climb a tree for a moment and see someone to the northeast.&amp;quot;)  But I think concealment in treetops is a bad idea, and the server load of a large map view should be avoided if a simpler &amp;quot;lookout&amp;quot; action will work about as well. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:30, 27 August 2006 (UTC)&lt;br /&gt;
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===Importance of the Islands of Shartak===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=The many Islands of Shartak have been the source of some of the most heated conflicts seen to date; however, such islands truly offer nothing more then a secluded patch of beach and jungle. To make these Island more desirable, I think new or stronger animals should be confined to these Islands, or possibly an implementation of the &amp;quot;New Strategic Location on Island&amp;quot; suggestion. When Darwin visited the Galapagos Islands, he noticed that the species he found evolved separately from creatures on the mainland. The same should be true with Shartak.|&lt;br /&gt;
suggest_time=16:00, 23 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Gandhi|Gandhi]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Possible animals:&lt;br /&gt;
*Gorillas - stronger than a monkey, hit harder&lt;br /&gt;
*Rhinos - less HP than elephants, but more aggressive and hit harder&lt;br /&gt;
Or Mythical/Exotic Creatures:&lt;br /&gt;
*Ogopogo - like the Squid, but confined specifically to the waters around the Island; could possibly give special power/stat increase when successfully killed&lt;br /&gt;
*Dragon - Travels between all Islands; hits extremely hard, but flies to adjacent squares after hits; impossible to heal.&lt;br /&gt;
*Big foot - from adjacent squares, it is seen as &amp;quot;An Outsider&amp;quot; but once on the same square, he appears as Big Foot.  Same stats as outsider, with more HP. [[User:Gandhi|Gandhi]] 16:00, 23 August 2006 (UTC)&lt;br /&gt;
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Perhaps the islands may have a strategic piece of terrain, such as an ammo hut?[[User:Lantz|Lantz]] 13:53, 26 November 2006 (PST)&lt;br /&gt;
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===Message huts===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Communications|&lt;br /&gt;
suggest_scope=Players in camps|&lt;br /&gt;
suggest_description=For the sake of roleplaying, I'd like more communication between players to occur in a realistic fashion in-game than for it to occur outside of the game (on forums and the wiki). One way to accomodate this would be to establish message huts, run by new NPCs, in which a player (Alice, a native) can leave a message for another player (Bob, an outsider) to be read when Bob enters the hut to check his messages. A message left in Derby for Bob would only be readable by Bob, and only when Bob entered the Derby message hut to ask for his messages. If Bob had no language skills the message would appear garbled, as always.&lt;br /&gt;
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I see two problems with this system: one is that players could spam everyone by leaving hundreds of messages in each hut, and the other is that the server could have to store hundreds of thousands of messages. The first objection could be solved by charging the sender 1 gold coin (or perhaps more) per message per hut. The second problem might be fixed if we (1) kept a sender from leaving more than 1 message in each hut; (2) held no more than 100 messages total in each hut, dropping old ones as new ones arrived; or (3) restricted message-sending to registered players. (Obviously, a message would be dropped as soon as its recipient arrived and read it.)&lt;br /&gt;
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This change would make camps more popular, give everyone another way to spend their gold, and, most importantly, make it easier to contact people who leave no contact information in their profiles, something that can only be done now after a huge and often difficult game of hide and seek. |&lt;br /&gt;
suggest_time=05:12, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Would be nice if the other NPC's mentioned to you that you've messages to read in the hut - &amp;quot;Trader Toe says, 'Have you been to the message hut lately?  I hear you have a message there.'&amp;quot;  Otherwise i doubt i'd ever check. --[[User:Frisco|Frisco]] 16:01, 11 September 2006 (UTC)&lt;br /&gt;
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===Clan Bonuses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=  If implemented clan founders can set one out of a list of bonuses in order to provide benefits for clan membership.  I would suggest that this change be 'locked' for at least a day, to prevent abuse. The bonuses are all small buffs to various factors in order to augment the play style each clan inspires. I am making this suggestion because despite a wide variety of clans on Shartak, most players have yet to chose one and there are several clans, such as my own, that only have the founder as a member. By giving clan members a small bonus, clans should be able to facilitate recruitment.  What follows are a few suggested bonuses; please feel free to suggest more or comment on those suggested:&lt;br /&gt;
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*''Search Bonus'':  5% added to base search odds.&lt;br /&gt;
*''Melee Bonus'':  5% added to melee accuracy.&lt;br /&gt;
*''Range Bonus'':  5% added to firearms accuracy.&lt;br /&gt;
*''Plunder Bonus'':  10% increase to find gold coin at any location where they may appear (this should not be applied to the base search, rather it increases the probality of a successful search resulting in a gold coin).&lt;br /&gt;
*''Explore Bonus'':  5% chance of a character getting a 'free' movement; flavor text could read 'you find that you were able to easily move forward'; applies only to land movement.&lt;br /&gt;
*''Faith Bonus'':  5% evasion to spirit attacks.&lt;br /&gt;
*''Hunter Bonus'':  +1 damage to any animal&lt;br /&gt;
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Given these small size of the bonuses, I doubt any of these will seriously affect game balance, and the suggestion is merely one to increase clan membership. I am sure there are other reasonable bonuses out there, and I believe each of the above encourage roleplaying, be it pirates placing importance on finding gold or explorer groups getting bonuses to find goods or possibly cover even more ground with less AP.|&lt;br /&gt;
suggest_time=19:11, 7 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:John Sevier|John Sevier]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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 The only thing I don't like is what about people who don't want to join a clan? I think How clans are right now are fine.--[[User:Michael edwards|Michael edwards]] 22:48, 7 September 2006 (UTC)&lt;br /&gt;
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I am strongly against clan bonuses - the incentive to join a clan should be social (i might be for clan penalties - management takes its toll).  What problem is this supposed to solve?  If a clan isn't popular, there's probably a good reason (lack of leadership, lack of purpose, lack of distinction, etc) that should be addressed by the clan leadership. If it was implemented, you'd have to  restrict a character from changing clans more than once every X hours/turns as well as the clan from changing its bonus/penalty. Maybe it wouldn't be so bad if the clan had both a bonus and a penalty - choose any one bonus and one penalty (and the penalty grows directly proportional to clan size - what can i say?  i don't like management).  This would help leave balance as is (for the independants) but give clans more flavour --[[User:Frisco|Frisco]] 02:19, 8 September 2006 (UTC)&lt;br /&gt;
: Excellent points, both of you!  Frisco, I believe you are right that this unfairly penalizes independents, I see that as a serious fault now too.  I believe the best way to balance it is to give independents a bonus or bonuses, though different than clan bonuses and thus encourage independent play.  The main I one can think right now of ''caution bonus'': independents are more wary of others and thus get a 5% evasion to any player attacks.  This negates any clan attack bonus against other players and would also be useful for new players who are prime targets for PKing.  In regards to a clan penalty, I would best leave this up to others such as yourself as to what you think is fair.  In addition, your statement about switching clans for bonuses on the fly is an abuse I did not think of; I think the best solution would be that some minimum amount in the clan is necessary for the bonus to activate, such as 24 hours. As far as proportion goes, I think that would be too complicated, as the server would have to constantly check clan size to assess the bonus/penalty amount.  The purpose of this suggestion is to enliven the clan system, not to punish anyone.  Basically, I am just trying to think of way to make the clan system more attractive, is in all honesty it has no effect on the actual game other then filling a field in your profile.  Furthermore, out of 1113 active players, only 246 were affiliated with any clan, and this gap is even larger if you take into account inactive players (roughly 4000 at this writing).  Perhaps a bonus system is ''not'' a solution, though I think their should some in-game effect, maybe inter-clan communication or something (i.e., the clan leader(s) can send out messages or something, though if Elembis's suggestion above is implemented this will be moot)?  Even though I doubt this will be implemented, I want to encourage debate and see if a fair proposal arises that does not offset balance.  Looking forward to hearing more on this.  --[[User:John Sevier|John Sevier]] 02:48, 8 September 2006 (UTC) &lt;br /&gt;
I agree that there should be more of an incentive to join a clan - just to give clans a bit more flavour, but nothing that penalizes independant players or makes the game unfair. There is a similar clan bonus system on Nexuswar, where clans have a certain bonus depending on how powerful they are. Independents also get a bonus that depends on how long they stay alive. But to be honest, I would dislike that system if it was applied to Shartak. Perhaps something like an optional clan skill? A minor skill that actually replaces an existing skill (depending on the clans speciality -searching, attacking etc), making the clan members more specialized than independant players. Although independant players would not have access to that skill they would still have as much power as the clan members, having access to the skill that the clan members do not have. [[User:Zeff|Zeff]] 12:52, 11 September 2006 (UTC)&lt;br /&gt;
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===Additional Pirate Ships===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Dividing the growing pirate population|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=If not the high HP and access to many riches, it is the fact that they all live close by that gives pirates an advantage over Natives and other Outsiders. I suggest we add two more pirate ships to help control the coordination imbalance. After it is implemented any pirates who dies may choose to change their home ship once. The ships will need names.|&lt;br /&gt;
suggest_time=11:25, 17 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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If you're correcting imbalances with this then dont forget to give us all a 5 damage, 60% hit weapon. A few HP difference isn't all that good. Anywhom, This seems a fair idea, but i dont like it. There's not so many pirates up at the wreck, and dividing them by three would be disaster. how about just two ships? The 'Hell Born Strumpet' (For Cap Whitney) and whatever Captain Edwards wants to call his? [[User:Rozen|Rozen]]&lt;br /&gt;
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There's a lot more pirates at the wreck than there are people in most of the other towns, to be fair. --[[User:Gitboy|Less Than Lethal]] 18:42, 20 November 2006 (UTC)&lt;br /&gt;
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I wouldn't say a lot, more like 1.4x more. [[User:Rozen|Rozen]]&lt;br /&gt;
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:Ignoring inactive players - most camps have about 120ish, except the shipwreck with 290 and york with 210. --[[User:Simon|Simon]] 21:09, 20 November 2006 (UTC)&lt;br /&gt;
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Also, I rather like it that the ship doesn't have a name.  It allows new clans to say &amp;quot;We're part of a different crew.&amp;quot;  After all, clans come and go.  There's no reason to think the current pirate clans will last forever.--[[User:Black Joe|Black Joe]] 21:37, 20 November 2006 (UTC)&lt;br /&gt;
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:Well we could name them by colour, type of ship, or description of wreck like &amp;quot;Grey ship&amp;quot;, &amp;quot;Frigate&amp;quot;, or &amp;quot;Rock wrecked ship.&amp;quot; [[User:Darkferret|Darkferret]] 21:10, 27 November 2006 (UTC)&lt;br /&gt;
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===Spirit Stuff===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanic|&lt;br /&gt;
suggest_scope=Spirits|&lt;br /&gt;
suggest_description=Spirits under this new system would be bound to a specific distance from the spot where they died, with bonuses for actions (perhaps it'd halve the AP cost?) within that spot and possibly the four adjacent squares. (Alternatively, you could just be more noticeable in that area to mortals without Sixth Sense.) I know this could be abused, such as PKers waiting until players are far away from a shaman to kill them, but I've come up with some solutions or counterbalances. For example: being a Shartak noob, I don't know if there are roaming shamans, but if not there would be, thus giving a spirit another way to get back to the land of the living.&lt;br /&gt;
&lt;br /&gt;
The next counterbalance is something I stole from the Dead Case, some ghost-related flash game thing, in which by freaking people out you gain their belief in you and can thus range farther from your grave; by going around your own territory and attacking things, you could quickly gain enough XP buy a spirit-only skill that adds half again or even doubles your current movement radius. Or there could be a new meter, some sort of power or belief level which allows you to go farther; maybe there's a skill that allows you to assimilate the essence of living beings you've screamed to death into your own, and thus travel beyond the initial limits of your &amp;quot;territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Admittedly, the whole extra incentive not to die idea would be quite confusing and probably rather tiresome for new players, so perhaps after your first death or two your spirit is resilient enough to ignore the penalty. Feel free to ridicule these random ideas.&lt;br /&gt;
&lt;br /&gt;
A few more ideas to pick and choose from:&lt;br /&gt;
*Spirits are more powerful when working together.&lt;br /&gt;
**However, to reduce the Screaming Medical Hut Gang's ability to harrass the living, another idea could be taken from Dead Case: you're unable to cross the threshold of a hut until you go beyond a certain level of power, belief, spiritual influence, whatever you want to call it.&lt;br /&gt;
*Spirits are more powerful when in ruins, because everyone knows there are always powerful spirits haunting ruins.&lt;br /&gt;
*Shamans can, after collecting a number of items, putting them all together and performing some ceremony or other, Curse a person's spirit so that its territory is severely diminished when its body dies?|&lt;br /&gt;
suggest_time=13:25, 19 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zutaka|Zutaka]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===More Clan/Crew powers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=For Clan/Crew founders and leaders to be able to kick out players they don't want.|&lt;br /&gt;
suggest_scope=All Clan/Crew Founders and Leaders|&lt;br /&gt;
suggest_description=It's quite simple If you have a disruptive player who joins your Clan or Crew to either make fun of it or badmouth or he does not fallow the clan Ideals He can be kicked out of the clan by the founders and leaders of the clan no questions asked. You would find the feature on the clan members list (Or wherever Simon wants to put it.) And click the &amp;quot;kick out&amp;quot; buttin to expel him from the clan.|&lt;br /&gt;
suggest_time=21:02, 22 October 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Michael edwards|Michael edwards]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Implemented with the December 2006 clan updates. --[[User:Simon|Simon]] 21:24, 9 January 2007 (UTC)&lt;br /&gt;
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===Looting===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Improvement|&lt;br /&gt;
suggest_scope=Gold|&lt;br /&gt;
suggest_description=Players can loot gold from corpses. At base rate a player will be able to loot 1/4 of the GC on a corpse, at a cost of 5 AP. Pirates get a bonus, looting 1/3 of the GC. A skill “Looting” will double this fraction (1/4 to ½ and 1/3 to 2/3).|&lt;br /&gt;
suggest_time=11:35, 9 November 2006|&lt;br /&gt;
suggest_author=Nicorus|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like [[Suggestions:Skills#Plunder]]. --[[User:Frisco|Frisco]] 20:30, 9 November 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Confine it to irates as an incentive to be a different class. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Day and Night===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mecanics|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Basicaly, turn the map a darker shade every amount of time. Maybe, animals could wander into towns at night, and players could only see tat there were a number of players in a certain square, instead of seeing that there were 1 outsider and 3 natives.|&lt;br /&gt;
suggest_time=19:26pm/12th Nove 2006|&lt;br /&gt;
suggest_author=Majestic[[User:Ninja|Ninja]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I've a feeling that that would be a massive, massive job to format. Sounds good but I think you'd need to download a grahics package, if not, the server would just...explode! Or not...i'm no programer by any description. Perhaps if there were three shades? day, noon and night? [[User:Rozen|Rozen]]&lt;br /&gt;
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===Guildhouses===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=Clans|&lt;br /&gt;
suggest_description=Clans need guildhouses or headquarters, places that only members of the creating clan may enter(?). Basically, only available to clans with a relatively large amount of active members, such as 15. The way I see this (which is of course up for discussion) is so:&lt;br /&gt;
&lt;br /&gt;
Two members of the clan are present. Both give 75 AP and 200 XP to create this building (think: Hut). Once created, it requires 50 AP per week to keep it up. This weekly AP can be donated by any of the members of the clan. For example, player 1 can decide he has 10 AP that he doesn't need, player 2 gives 4 AP, player 3 gives 25, and player 4 notices it's already Saturday and there's a dearth of 11 AP so he takes care of the last bit, thus keeping the hut &amp;quot;alive&amp;quot; for another week. &lt;br /&gt;
General benefits (once again, up for discussion) would be: Access only to members of the clan, perhaps a &amp;quot;medical table&amp;quot; where you can convert AP/XP into healing much like the scientist can do, and a &amp;quot;Ammo cupboard&amp;quot; where one can find rifle bullets or sharpening stones or whatever items Simon sees fit.|&lt;br /&gt;
suggest_time=21:05, 26 November 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt;|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Realistically, wouldn't the contents of this &amp;quot;ammo cupboard&amp;quot; have to be donated as well? --[[User:Lantz|Lantz]] 13:43, 26 November 2006 (PST)&lt;br /&gt;
:Yeah, that makes sense, but that could also be supported by the weekly AP donation. Keeping stocks up, etc. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 22:22, 26 November 2006 (UTC)&lt;br /&gt;
:Take a look at my 'temporary structure' suggestion in &amp;quot;misc.&amp;quot;--[[User:Lantz|Lantz]] 01:59, 27 November 2006 (UTC)&lt;br /&gt;
:These are nothing alike. Mine is a guildhouse, does not involve driftwood at all. Gathering driftwood would be a major drawback for a guildhouse in the middle of the jungle, days away from beaches. Yours is just a form of shelter in the jungle, protection from surprise attack, where my suggestion is a base for a clan, and not meant for quick protection in the jungle. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 04:19, 27 November 2006 (UTC)&lt;br /&gt;
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Wouldn't a hut that only clan members can enter be easilly abused as an inpenetrable fortress to allow a clan to rapage uncontrolled through a town? --[[User:Gitboy|Less Than Lethal]] 11:22, 27 November 2006 (UTC)&lt;br /&gt;
: Not really. Simon could tweak the AP/XP requirements so it becomes *only* shelter from heavy attack (healing, restockage, etc), and not an actual heavy-artillery resistant bunker. Perhaps something could be added that having many people around it affects the AP cost or whatever, or the more people in the clan, the more expensive it is to keep up. This should be as much a hassle as it is a help. --[[User:Erados|'''&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;E&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;r&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;a&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;d&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;green&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;o&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;black&amp;quot; size=&amp;quot;2&amp;quot;&amp;gt;s&amp;lt;/font&amp;gt;''']]&amp;lt;sup&amp;gt;[[Mercenary's Guild|&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;MG&amp;lt;/font&amp;gt;]]&amp;lt;/sup&amp;gt; 15:32, 27 November 2006 (UTC)&lt;br /&gt;
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This gives a great advantage to team players over solo players.  I'm not clear on how the upkeep would be kept fair - just create a disposable character whose sole purpose is donating AP to the guildhouse (perhaps you could trade such character use with your allies so as to not directly zerg). --[[User:Frisco|Frisco]] 19:57, 27 November 2006 (UTC)&lt;br /&gt;
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:*In the real world, working together as a team &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have it's benefits. And if donating 75 AP resulted in 75 IP hits, then zerging would be mitigated.--[[User:Lantz|&amp;lt;font color=&amp;quot;005555&amp;quot;&amp;gt;Lantz&amp;lt;/font&amp;gt;]] 22:03, 27 November 2006 (UTC)&lt;br /&gt;
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To stop people using it as a fortress, how about allowing non clan members inside, but whenever they attack, everyone in the room has a chance of hitting them with a melee weapon automaticaly? This is good for realism and stops abuse of the facility, as you can still get your ass whooped if your inside, and an agressor would be roughed up by security. [[User:Rozen|Rozen]]&lt;br /&gt;
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===Trading XP===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=XP alteration|&lt;br /&gt;
suggest_scope=All traders' huts|&lt;br /&gt;
suggest_description=Some people enjoy playing as traders. I know I do. However, there's a problem. Traders have to engage in other activities besides trading if they want to level up. Soldiers don't have to engage in healing, and healers don't have to kill if they don't want to. So why don't traders level up when they do their thing? My suggestion is this: &lt;br /&gt;
&lt;br /&gt;
Every time you use an AP to make a trade in the trader's hut, you stand a chance to gain 1 XP. This is similar to standing a chance of gaining XP every time you chop jungle. Also, it actually makes sense. When you trade, you're learning how to haggle, to read the trader, and the real value of an item. That counts as legitimate and valuable experience. &lt;br /&gt;
&lt;br /&gt;
Perhaps the chance of gaining XP would alter with the prices. For instance, if the trader is &amp;quot;glad to see a new face&amp;quot;, you have a higher chance to earn XP because you're getting a better deal. If the trader's tired of you, there's less of a chance to earn XP.|&lt;br /&gt;
suggest_time=19:34, 4 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I Think this is a brilliant idea, and something i was toying with the idea of myself, as a fledgeling trader. I find it incredibly difficult to level up as it is (I think i need 450 now) and now i've moved into a career of little violence with a little healing so i'm realy strapped for EXP. There's a president for this concept on at least two RPGs that i'm familiar with, the Elder Scrolls series (Mercantile skills) and Fable (Skill experience). Would it be too much to hope that we could push for a definate 1 exp and get a bonus for more costly items like Heavy Swords and unstocked/low stocked items? [[User:Rozen|Rozen]]&lt;br /&gt;
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Another idea suggested by Foo Fighter is that an item's rarity (as determined by the number in stock with that trader) should determine or play a role in determining the amount of XP gained.  I agree that this makes sense, and I'd like it to be added to the original suggestion.&lt;br /&gt;
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===Cupped Hands and Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=The thirsty bottleless|&lt;br /&gt;
suggest_description=You've finally slaughtered that elephant that nearly took all day to kill. Now since you have bled a lot of water out, you go to the creek for a drink. You get there and stoop down to fill your bottle, but it full of salt water! What do you do? Cup your hands and drink directly or dump the salt water out of course!|&lt;br /&gt;
suggest_time=09:43, 5 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Darkferret|Darkferret]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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This idea makes a brilliant argument. But have you tried to cup water in your hands, it runns away...so you should only get +1HP back, maybe? &lt;br /&gt;
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===Use of Ranged Weapons as Melee Weapons===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Action|&lt;br /&gt;
suggest_scope=Anyone with an ranged weapon - rifle, blowpipe or yet-to-be-added...|&lt;br /&gt;
suggest_description=A heavy rifle can deliver a fair bit of damage when used as a club.  Large blowpipes can likewise deliver some damage when used as a club or cane.  Currently however, the game does not support the use of ranged weapons in melee - this suggestion would be to simply modify the game to allow that to happen.|&lt;br /&gt;
suggest_time=03:50, 8 December 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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The odds of hitting should be less, and damage shouldn't be much (less than a machete/cutlass).  There should also be a chance of the weapon breaking (as per existing melee weapons).&lt;br /&gt;
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I disagree that the damage output/hit rate should be less.  If that were the case, there would be no incentive to use them as melee weapons, making the point moot.--[[User:Black Joe|Black Joe]] 04:42, 8 December 2006 (UTC)&lt;br /&gt;
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I think giving somebody a whack on the head with a rifle butt would do more to kill somebody than a knife-wound, so i agree with Joe. I do think that they should be able to break, but pipes more easier than rifles. unless you had mastered melee and could put it into someone's eye. [[User:Rozen|Rozen]]&lt;br /&gt;
::There was some talk about changing the names of some weapons, just for variety - clubs, halbards, axes, other weapons instead of just machetes and cutlasses. - [[FirstAmongstDaves]]&lt;br /&gt;
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===Native Medical Hut Find Rates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Alteration|&lt;br /&gt;
suggest_scope=Find rates in native medical huts|&lt;br /&gt;
suggest_description=Native medical huts produce blowpipes and poison darts. These items should no longer be found in native medical huts.  After all, they're only useful to warriors, and they should only be found in ammo huts.  Outsider medical huts don't turn up rifles or bullets, so it's rather unfair that natives looking for healing herbs have to use IP hits to drop or trade away the surfeit of darts and blowpipes.  It's another disadvantage to playing a native, the most underutilized faction.  This could even be announced in a news item, something like &amp;quot;Native leaders have organized their medical huts better, removing all blowpipes and poison darts to the ammunition huts.&amp;quot;|&lt;br /&gt;
suggest_time=12:02pm, 16 Jan. 2007|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good idea. Implemented. --[[User:Simon|Simon]] 13:33, 24 January 2007 (UTC)&lt;br /&gt;
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===Carving edits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game Mechanic|&lt;br /&gt;
suggest_scope=All carvings|&lt;br /&gt;
suggest_description=Whenever someone alters a carving, anyone present in that square should be able to &amp;quot;see&amp;quot; them do it.  For example, if someone alters a carving from saying &amp;quot;George's Place&amp;quot; to &amp;quot;House of Lame-o&amp;quot;, and another player is in the same square, that player should be able to see who made the carving.  This will lessen the graffiti taking place now.|&lt;br /&gt;
suggest_time=22:36, 23 January 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Great idea, if I'm thinking what you're thinking. So it should say something like this: ''Since your last move: [[User:Che|Che]] wrote: 0mg d00d teh Cp r s0000 st00pid!'' ? -[[User:Che|Che]] 20:09, 30 January 2007 (UTC)&lt;br /&gt;
:Implemented a quick version where it tells you who carved something, but not what they carved. --[[User:Simon|Simon]] 23:54, 30 January 2007 (UTC)&lt;br /&gt;
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===Hut Renovation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New possible action|&lt;br /&gt;
suggest_scope=All empty huts.|&lt;br /&gt;
suggest_description=I'd like to suggest that players be able to modify the interior flavor text of huts.  For instance, many clans occupy buildings and convert them to their own use.  A button would become available saying something like &amp;quot;renovate hut.&amp;quot;  This would allow a player to type in their own flavor text for the hut.  To discourage people from vandalizing the huts, the AP cost should be very high.  Say, 50 to 75 AP. After all, it takes a lot of effort to clean out a house, even if it is a one room hut.  This would allow Czech1, for instance, to customize his tavern to actually LOOK like a tavern.  Traders' huts and supply huts could not be modified, naturally.|&lt;br /&gt;
suggest_time=14:40, 1 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Another option might be that somehow a hut is tagged as being owned by someone and only they can modify the description. There would have to be some way to lay claim to a hut and some way to prevent it being taken over. Perhaps you have to 'reclaim' the hut once every X days (say 8 for those who only get to play once a week) otherwise it becomes open to all to claim? --[[User:Simon|Simon]] 22:03, 7 March 2007 (UTC)&lt;br /&gt;
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That sounds good. How does one get claim over the hut? Do clans of some sort get first picks over a 'first come' basis, or perhaps an NPC landlord demands payment and shows up at your hut to collect it? [[User:RobZombie|RobZombie]]&lt;br /&gt;
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===Major game change===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Combat|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Let's break this down, in order of importance. It's a series of suggestions for more 'realistic' gameplay. Please comment on it even if you hate it.&lt;br /&gt;
&lt;br /&gt;
A)I think that real-time attacking of the NPCs is a brilliant idea. However, it's very frustrating being killed in your sleep, as much as not rewarding killing others in their sleep is. Thus, is it possible to code an 'auto-behaviour' when away so that if someone attacks you, you fight back? That would make combat memorable.&lt;br /&gt;
&lt;br /&gt;
B)Nerf HP to 10 or 20 so that it's more deadly (and realistic), or bump up weapon damage, A LOT. That would make for more 'deadly' encounters. Bumping up weapon damage would also make sure weapon attacks can be differentiated more easily, while right now all attacks do 1 to 4 damage. It would also make the whole 'average dmg per AP' pointless since this ain't a math problem, it's a game. To make sure however that you won't kill 40 people in a single turn, bump the AP cost of an attack to either 5 or an amount depending on the weapon, e.g. a knife would have 3 AP but a halberd 7 etc.&lt;br /&gt;
&lt;br /&gt;
C)Is there a chance combat is instead a 'contested' roll? E.g. Instead of rolling to hit, if someone attacks another in melee, both roll and highest (with mods) is the one who gets to strike and damage. If not, perhaps it'd be great if there was a 'defense' skill too, like every time you're attacked and it doesn't miss, there's an X% that the attack is voided.&lt;br /&gt;
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D)Speed of a weapon- how often it can attack. Weapons with higher reach like spears should get accuracy bonuses, but those with higher speed should attack more often. That'd probably be caused by a varied amount of AP per 'attack' or 'round' of combat, like I said, 2 AP for a punch, 3 for a knife, 4 for a machete, 5 for a sword, 6 for a spear, 7 for a halberd etc.&lt;br /&gt;
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suggest_time=12:30, 19 February 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Odysseus|Odysseus]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Some comments (edited/expanded) originally posted on the forum topic:&amp;lt;br&amp;gt;&lt;br /&gt;
(B) I personally wouldn't enjoy much more deadly encounters - swimming with the sharks is dangerous enough, let alone if my characters only had 10/20 hitpoints.  Player characters should be special too - not cannon fodder for anyone just walking around killing everything they see.&amp;lt;br&amp;gt;&lt;br /&gt;
(C) It might be a nice tweak if some NPCs were more difficult to fight - perhaps a 'defense' attribute/skill, which is subtracted from the attack percentage?  But keep it small values (10-20%) so that you don't get any situations where a low level character can't touch a high level character?  Opposed rolls is more complexity - keeping the dynamic simpler would seem to be a good idea, no?&amp;lt;br&amp;gt;&lt;br /&gt;
(D) This is a real time game. It doesn't have 'rounds'.  That paradigm doesn't work on the Island.  The shartak weapon/combat system is reasonably simple currently - does this really add any value, or just make the game more complex?&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Johan Crichton|Johan Crichton]] 07:35, 20 February 2007 (UTC)&lt;br /&gt;
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Yeah, everything Johan said. Plus, Shartak has developed in such a way that it is a game of exploration, not a combat oriented first person shooter. Making it deadlier does not make it more realistic, it just makes it more like Doom. If you want realism, how about an NPC police force that gathers evidence on random murders, hunts down the murderer, arrests them and either jails them or executes them? That's what happens in the real world. lol --[[User:Nosimplehiway|Nosimplehiway]] 14:38, 22 February 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Johan's (C) - the defense attribute - is actually already implemented for NPCs and has been for a long time. There's no reason why it wouldn't be possible to extend it to PCs as some kind of defense skill or armour-like item. --[[User:Simon|Simon]] 21:57, 7 March 2007 (UTC)&lt;br /&gt;
::Why not both skills and armour-like items?  Skills could perhaps require 'Close quarter combat' as a pre-requisite, 'Close quarter defense' - giving a defense attribute of 10%, and 'Advanced Close quarter defense' adding +10% on top of that?  Items could be 'shield' and 'helmet' giving a +10% - and if there was a way for an item to degrade overtime, then newbie outsiders/pirates could perhaps start with an item that gives a +20% as additional newbie protection? --[[User:Johan Crichton|Johan Crichton]] 00:59, 8 March 2007 (UTC)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Huts: Body Dumping===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New action|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Allow Shartak characters to dump dead bodies outside of huts through a new action button that appears when they're inside a hut and there's a body there.  1 body per 1 AP spent.|&lt;br /&gt;
suggest_time=02:10, 13 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Johan Crichton|Johan Crichton]]|&lt;br /&gt;
suggest_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;
&lt;br /&gt;
What's the point of this? They're not like in Urbandead when the dead come back to life and eat people. -[[User:Kutless55|Kutless55]] 09:55, 13 March 2007 (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;
===Policy Discussion===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Discussion of policy|&lt;br /&gt;
suggest_scope=Suggestions page|&lt;br /&gt;
suggest_description=http://wiki.shartak.com/index.php/The_Shartak_Wiki_talk:Policies_and_guidelines|&lt;br /&gt;
suggest_time=13:04, 3 March 2007 (UTC)|&lt;br /&gt;
suggest_author=[[User:Nosimplehiway|Nosimplehiway]]|&lt;br /&gt;
suggest_comments= This is a policy suggestion which will impact the suggestion pages. Your input is needed. Please comment on the proposed policy there, not here. Thanks!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&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>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Derby&amp;diff=13189</id>
		<title>Derby</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Derby&amp;diff=13189"/>
		<updated>2007-03-13T09:40:13Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: Added the EF to the groups active in Derby&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_derby.png&lt;br /&gt;
| cx          = -70095&lt;br /&gt;
| cy          = 26350&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Balchig&lt;br /&gt;
| shaman_gps  = [-70.095,+26.350]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Tom&lt;br /&gt;
| trader_gps  = [-70.092,+26.350]&lt;br /&gt;
| trader_loc  = (11,08)&lt;br /&gt;
| ammo_gps    = [-70.096,+26.356]&lt;br /&gt;
| ammo_loc    = (07,02)&lt;br /&gt;
| medical_gps = [-70.099,+26.353]&lt;br /&gt;
| medical_loc = (04,05)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Derby''' is one of the four outsider [[camp]]s on Shartak. Located on the far eastern side of the island's southern shore, it consists of twenty-three huts in a roughly circular clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Balchig is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;Derby&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''T'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Trading post&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''A'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Ammunition hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''M'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Medical hut&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|'''S'''&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Shaman&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
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| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* The above is a territory map, not a map of jungle density (which constantly changes). Therefore, the jungle and village squares will very likely be colored differently in-game than they are here. Squares within the town of Derby will be displayed as &amp;quot;Derby&amp;quot; on the game map, and jungle squares will be displayed as &amp;quot;Jungle&amp;quot;.&lt;br /&gt;
* The numbers on the map are merely for local reference and are not related to GPS coordinates at all.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
&lt;br /&gt;
=== Trail to York ===&lt;br /&gt;
Starting 2 N of the center of the clearing (08,06), go 10 squares NW. Then follow the instructions carved every 5 squares (where possible), and you should soon find yourself in York. The trail is 270 squares long, which will take you about 4 days without ''[[Trekking]]'' or 2 days with it.&lt;br /&gt;
&lt;br /&gt;
Many people are are now taking up residence on the Southern West part of the village. Properties are being taken quickly, so hurry!&lt;br /&gt;
&lt;br /&gt;
===Derby Hospital===&lt;br /&gt;
Located at [-70.093,+26.352], the Derby Hospital is run by the [[Derby Hospitallers]].  Any non-violent, wounded individuals should wait there for healing. The Hospitallers also operate an informal EMS service, attending to wounded in the medical and ammo supply huts.&lt;br /&gt;
&lt;br /&gt;
=== Derby Privateers Headquarters ===&lt;br /&gt;
If killed in the town of Derby, be sure to report the name of your attacker to the [[1st Derby Privateers]]. Their HQ is NE of the medical hut and SW of the ammo hut at [-70.098,+26.355], or you can use the shared forum for Derby, linked on the Privateer's and Hospitaller's wiki; Report crimes to them.&lt;br /&gt;
&lt;br /&gt;
=== Derby Academy ===&lt;br /&gt;
&lt;br /&gt;
Run by the Derby Hospitallers, the Derby Academy is Shartak's first (and, thus far, only) educational facility.  It occupies two buildings. The gymnasium at [-70.094,+26.350] is for fencing or first aid practice.  Students may attack or heal the Hospitaller on duty, provided they do not reduce said Hospitaller to less than 22 HP.  The Derby Academy's lecture hall is at [-70.093,+26.350].  Students may ask any questions about the game or survival on Shartak.  Should a Hospitaller not be present, they may ask the Hospitallers on duty at the Hospital or the Gymnasium and wait for their answer in the Lecuture Hall.&lt;br /&gt;
&lt;br /&gt;
=== Derby Tavern ===&lt;br /&gt;
 &lt;br /&gt;
The [[Derby Tavern]] is run largely by the 1st Derby Privateers, with some assistance from the Derby Hospitallers.  Located in the Derby trader's hut at [-70.092,+26.350], this facility is a safehouse.  Anyone not wanted by the Privateers may sleep here under Privateer protection, including natives and pirates.&lt;br /&gt;
&lt;br /&gt;
===Derby Court===&lt;br /&gt;
&lt;br /&gt;
Anybody who is marked on the Derby Privateer's PKer list has a chance to go to court to contest the stree-made verdict. A fair trial is ensured by one Hospitaller, one Privateer and one unaligned Derby resident, and witness testemonies will be heard from anybody who steps forward. The court currently has no building, but contact the Eastern Federation if you want a trial. &lt;br /&gt;
&lt;br /&gt;
=== 1st Imperial Bank (Derby Branch) ===&lt;br /&gt;
&lt;br /&gt;
Located one building south of the Trader's Hut, the Bank is run by the Imperial Bank's founder, {{Profile|6689|Kristofer Schanz}} and is a welcome addition to the new culture that Derby has adopted.&lt;br /&gt;
&lt;br /&gt;
== Derby: A Rough Guide ==&lt;br /&gt;
Somewhat isolated from the other outsider settlements, Derby is quiet and relatively safe.  Most visitors are traders or explorers.  Derby is home to two local militias, the [[Derby Hospitallers]] and the [[1st Derby Privateers]].  The two groups have good relations, making internal conflict unlikely.  &lt;br /&gt;
&lt;br /&gt;
==Groups Operating in Derby==&lt;br /&gt;
Although Derby may not be the most populus Outsider town, it has seen its fair share of action in the past few months.&lt;br /&gt;
&lt;br /&gt;
*[[1st Derby Privateers]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[Derby Hospitallers]]&lt;br /&gt;
*[[Eastern Federation]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=13144</id>
		<title>User:Kutless55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=13144"/>
		<updated>2007-03-12T01:39:54Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7121 Kutless55], a bounty hunting pirate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags of Kutless==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{BountyHunter}}&lt;br /&gt;
{{Drunkeness|User=Kutless55|Level=drinking fifteen bottles of rum and eating a dried leaf.}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Kutless55|anything=himself|attackers=shadow ninjas|feeling=bored}}&lt;br /&gt;
{{Deathrate|User=Kutless55|Number=only once. Afterwards, he became a ghost of the}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{pirate}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:BountyHunter&amp;diff=13143</id>
		<title>Template:BountyHunter</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:BountyHunter&amp;diff=13143"/>
		<updated>2007-03-12T01:34:24Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:solid black 2px; width:300px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[Image:Bountyhunter.jpg|90px]] || style=&amp;quot;background:black; color:white; font-size: small; width:300px&amp;quot;  align=&amp;quot;center&amp;quot; | '''Who? Where? How much?'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-size: smallest&amp;quot; | This user is a Bounty Hunter.He's not gonna hesistate when he sees you.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Bountyhunter.jpg&amp;diff=13142</id>
		<title>File:Bountyhunter.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Bountyhunter.jpg&amp;diff=13142"/>
		<updated>2007-03-12T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=13141</id>
		<title>User:Kutless55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=13141"/>
		<updated>2007-03-12T01:28:43Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7121 Kutless55], an unaligned pirate.&lt;br /&gt;
&lt;br /&gt;
He found his way into Shartak a few days after Elegost did. He was marooned alone on a desert island several miles off the coast of Shartak Island, by the mutinous crew who sent the captain to meet Davy Jones.&lt;br /&gt;
They left him some rope, a cutlass and a hard biscuit.&lt;br /&gt;
Instead of dying alone on the island, he made a small raft with bamboo shoots and the rope and headed into the unknown.&lt;br /&gt;
He sailed through out the night not knowing whether he would wake up in the morning.&lt;br /&gt;
&lt;br /&gt;
Kutless was surprised to find himself on a beach, still lying on his raft. There was an unmistakable silhoutte of a ship. He grabbed his cutlass, ate what was left of his biscuit and headed for the ship.&lt;br /&gt;
Half-way to the ship, he came across what he called a &amp;quot;dark little man with grass for knickers&amp;quot; lying behind a rock. He saw a nice pair of Chucks on the native's feet and gladly discarded his own boots and managed to take the shoes without waking up the native.&lt;br /&gt;
He found a bustling camp of hundreds of pirates. The ship was dashed against rocks and was secured by the pirates.&lt;br /&gt;
&lt;br /&gt;
He now roams around Shartak headed who knows where.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags of Kutless==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{BountyHunter}}&lt;br /&gt;
{{Drunkeness|User=Kutless55|Level=drinking fifteen bottles of rum and eating a dried leaf.}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Shadow|anything=Trader Tom|attackers=shadow ninjas|feeling=nothing}}&lt;br /&gt;
{{Deathrate|User=Kutless55|Number=a ba-jillion}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{pirate}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:IamEmo&amp;diff=13140</id>
		<title>Template:IamEmo</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:IamEmo&amp;diff=13140"/>
		<updated>2007-03-12T01:28:27Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=13139</id>
		<title>Talk:1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=13139"/>
		<updated>2007-03-12T01:24:13Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: fixed broken link to Raktam Sec Consul&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Ere be the public business of the clan.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
'''Towards All Outsiders and Pirates'''&lt;br /&gt;
If a Privateer sees an outsider kill in your profile then we'll ask you how you got it. If you say nothing after so many hours, we'll fire a warning shot, give you more hours and then kill you if you still dont respond. If you run away, we'll ask you a little more forcefuly the second time, if you insult us or attack us, then you're a dead man. We dont often cross people off our wanted list. And if you lie to us, remember we'll be checking that your kills haven't increased since the last questioning.&lt;br /&gt;
&lt;br /&gt;
'''Towards All Natives:'''&lt;br /&gt;
KILL EM ALL! Nah, just kidding. If they speaka outsida, then question them like anybody else. If they no speaka di inglish and have a few kills, then kill them. Tough, I know. If they have about 30 kills then kill 'em anyway.&lt;br /&gt;
&lt;br /&gt;
'''Towards Peace Clans:'''&lt;br /&gt;
Open Arms will never by touched by the Privateers unless a Privateer has seen an Open Armsman kill an outsider or pirate.&lt;br /&gt;
&lt;br /&gt;
'''Towards The Derby Hospitallers'''&lt;br /&gt;
Our closest allies and brothers in the protection of Derby. We *heart* the DH. &lt;br /&gt;
&lt;br /&gt;
'''Towards The Jolly Roger Gang and the Hell Born Strumpet:'''&lt;br /&gt;
Such fine Pirates as these will not be harmed by the Privateers, especialy because my own brother, Rozen, is in the JRG. They are the 'good guys' and won't be killed unless they've killed a privateer or Derbyman in an unprovoked way. I'd like to consider the two of them allies in the fight against anti-piratism. &lt;br /&gt;
&lt;br /&gt;
'''Towards Anti-Pirate Factions:'''&lt;br /&gt;
Arrrr! So the OOP and PH are enemies. No hard feelings...then again Zeff, with those tight orange Pirate Hunter Power Pants, I'm not suprised you don't get hard feelings. Hehehe...&lt;br /&gt;
&lt;br /&gt;
'''Recruitment Policy:'''&lt;br /&gt;
Anybody who doesn't kill outsiders without a fair reason. Vigilantes are very welcome to join in the fight under our more legitimate banner. Even Natives can join. &lt;br /&gt;
&lt;br /&gt;
Pirates are encouraged to join up, as long as they dont kill Derbymen or Durhamites and dont kill thier own except on a Mutineer Slaying basis (Like the JRG's PDF members).&lt;br /&gt;
&lt;br /&gt;
'''RAID CONDUCT'''&lt;br /&gt;
Dont touch unaligned Yorkers, and they wont touch us.&lt;br /&gt;
&lt;br /&gt;
When encountering a Yorker from Pirate Hunters or the Order Of Patriots kill them where they stand. &lt;br /&gt;
&lt;br /&gt;
When encountering a Native, Identify Friend or Foe, same for Yorkers, which is easier as you dont have to spend gold. &lt;br /&gt;
&lt;br /&gt;
When encountering [[User:Che|Che]], it's probably best to shoot him. Use your own discression, as he's a trouble-maker, but he's usually benign in Derby. And the man has done a few favors for Shartak (ith my original idea, of course. See Flintlocks wiki). But say hello to him even if you're going to shoot him.&lt;br /&gt;
&lt;br /&gt;
== Signing Up ==&lt;br /&gt;
&lt;br /&gt;
Interested in protecting Derby from the PKers and raiders?&lt;br /&gt;
&lt;br /&gt;
Interested in rumrunning with the Shipwreck? Bootlegging with Durham? Peddling in York?&lt;br /&gt;
&lt;br /&gt;
Interested in hacking away at the jungle?&lt;br /&gt;
&lt;br /&gt;
Interested in hacking at Wiksick's criminal element?&lt;br /&gt;
&lt;br /&gt;
Tired of being a lonely Derby guardian? You know you've got the skills but the Hospitallers aren't bloody and violent enough?&lt;br /&gt;
&lt;br /&gt;
CONSIDER A CAREER IN THE POLICE FORCE OF DERBY, US.&lt;br /&gt;
&lt;br /&gt;
King Death needs you!&lt;br /&gt;
(For adventure, plunder and fame! (May contain wenches. Health plan INCLUDED!))&lt;br /&gt;
&lt;br /&gt;
==Rob Zombie's Political Satire!==&lt;br /&gt;
&lt;br /&gt;
What did Dave C say to the tavern patron?&lt;br /&gt;
&lt;br /&gt;
'Do you smell burning?' - as seen on Raktam Tavern's wiki.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What do you call a man with no pants?&lt;br /&gt;
&lt;br /&gt;
A Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
What do you call a monkey ''with'' pants?&lt;br /&gt;
&lt;br /&gt;
A JRG monkey. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What did Keiichi say to the Durham girl?&lt;br /&gt;
&lt;br /&gt;
'I want your body'&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What do the Pirate Hunters and the Order of Patriots have in common?&lt;br /&gt;
&lt;br /&gt;
They all get ****ed by real men.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Material being saved...for Shartak standup night.&lt;br /&gt;
&lt;br /&gt;
== The [[Raktam Security Consultancy]] ==&lt;br /&gt;
&lt;br /&gt;
We have now launched our apolitical, non-membership alternative to the Mercenary's Guild.  If you have any enemies that you wish to place a bounty on, please visit our page.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_017&amp;diff=13138</id>
		<title>Talk:The Yorkman/Issue 017</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_017&amp;diff=13138"/>
		<updated>2007-03-12T01:23:31Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* First Crusade Declared */&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;
===Durham Negotiations Falter===&lt;br /&gt;
===End Draws Near for Derby===&lt;br /&gt;
===Hospitallers End York Alliance===&lt;br /&gt;
===A Letter From York===&lt;br /&gt;
===More Arsons in Raktam===&lt;br /&gt;
===Still Standing===&lt;br /&gt;
===York Bank to Reopen===&lt;br /&gt;
===First Crusade Declared===&lt;br /&gt;
I've got to see how this one will end. hehehe...&lt;br /&gt;
And this sucketh big time, i was hoping to launch the first crusade. -[[User:Elegost55|Elegost55]]&lt;br /&gt;
&lt;br /&gt;
===ConchWatch===&lt;br /&gt;
===Ads===&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_016&amp;diff=12984</id>
		<title>Talk:The Yorkman/Issue 016</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_016&amp;diff=12984"/>
		<updated>2007-03-05T12:16:26Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Discussion */&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;
Good job Yorkman editors! You got a special news just for you! Awesome read! keep up the good work! [[User:Elegost55|Elegost55]]&lt;br /&gt;
&lt;br /&gt;
===Winners and Losers===&lt;br /&gt;
Very interesting to see the statistics. The defenders did get their act together towards the end, but that was after Kjendlie spending several days constantly dead. Well done to all involved. Oh and I love the line &amp;quot;We’re not going to say, because, well, we fear for our lives.&amp;quot; Pure genius.--[[User:Tom Failur|Tom Failur]] 10:50, 5 March 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Elections to be Held in Durham===&lt;br /&gt;
&lt;br /&gt;
We, the Pistoleers resent the way this case is covered in The Yorkman. We have in no way bowed to the nationalists. The are only two reasons why we have agreed to take part in this election. First, to stop the violence in Durham. Second, to give the people of Durham a chance to show, that they agree on the Pistoleers ideal of a free, friendly and open Durham, as opposed to the aggressive isolationist approach, put forth by Nathan Hale and his compadres. We are sure, that the election will favor a liberal openminded candidate.&lt;br /&gt;
&lt;br /&gt;
We have in no way &amp;quot;agreed in principle to all of their demands&amp;quot;, we have just grown tired with being called puppets of every bogeyman group on Shartak and being deemed killers and executioners. The election will show, that the ideals of the Pistoleers, is the ideals of Durham. - Dennis Kuijt, Feb 5th&lt;br /&gt;
&lt;br /&gt;
===Trouble Out East===&lt;br /&gt;
===York Alliance Accused of ‘Nationalist Leanings’===&lt;br /&gt;
===Privateers Place Bounty on Kahuni===&lt;br /&gt;
===Colonial Militia Leave York Alliance===&lt;br /&gt;
===Derbians Die!  Defenders Plant Garden===&lt;br /&gt;
Cool, Jack's flower pot got a special mention. Too bad someone chopped it down and broke Jack's heart. -[[User:elegost55|elegost55]]&lt;br /&gt;
&lt;br /&gt;
===Pirate Defence Force May Reform===&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for us. Expect a newer, bigger, shinier and sharper PDF to form some time soon. [[User:Rozen|Rozen]]&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_016&amp;diff=12974</id>
		<title>Talk:The Yorkman/Issue 016</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Yorkman/Issue_016&amp;diff=12974"/>
		<updated>2007-03-05T01:06:32Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: /* Derbians Die!  Defenders Plant Garden */&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;
===Winners and Losers===&lt;br /&gt;
===Elections to be Held in Durham===&lt;br /&gt;
===Trouble Out East===&lt;br /&gt;
===York Alliance Accused of ‘Nationalist Leanings’===&lt;br /&gt;
===Privateers Place Bounty on Kahuni===&lt;br /&gt;
===Colonial Militia Leave York Alliance===&lt;br /&gt;
===Derbians Die!  Defenders Plant Garden===&lt;br /&gt;
Cool, Jack's flower pot got a special mention. Too bad someone chopped it down and broke Jack's heart. -[[User:elegost55|elegost55]]&lt;br /&gt;
&lt;br /&gt;
===Pirate Defence Force May Reform===&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Emily_Browning&amp;diff=12897</id>
		<title>Template:Emily Browning</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Emily_Browning&amp;diff=12897"/>
		<updated>2007-02-26T03:41:35Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{Delete| }}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User_talk:Postcardsaremine&amp;diff=12896</id>
		<title>User talk:Postcardsaremine</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User_talk:Postcardsaremine&amp;diff=12896"/>
		<updated>2007-02-26T03:26:35Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=12895</id>
		<title>User:Postcardsaremine</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Postcardsaremine&amp;diff=12895"/>
		<updated>2007-02-26T03:26:15Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Characters ==&lt;br /&gt;
[http://www.shartak.com//profile.cgi?id=7043 Elegost55]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com//profile.cgi?id=7121 Kutless55], an unaligned pirate.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=12894</id>
		<title>User:Kutless55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=12894"/>
		<updated>2007-02-26T03:25:27Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7121 Kutless55], an unaligned pirate.&lt;br /&gt;
&lt;br /&gt;
He found his way into Shartak a few days after Elegost did. He was marooned alone on a desert island several miles off the coast of Shartak Island, by the mutinous crew who sent the captain to meet Davy Jones.&lt;br /&gt;
They left him some rope, a cutlass and a hard biscuit.&lt;br /&gt;
Instead of dying alone on the island, he made a small raft with bamboo shoots and the rope and headed into the unknown.&lt;br /&gt;
He sailed through out the night not knowing whether he would wake up in the morning.&lt;br /&gt;
&lt;br /&gt;
Kutless was surprised to find himself on a beach, still lying on his raft. There was an unmistakable silhoutte of a ship. He grabbed his cutlass, ate what was left of his biscuit and headed for the ship.&lt;br /&gt;
Half-way to the ship, he came across what he called a &amp;quot;dark little man with grass for knickers&amp;quot; lying behind a rock. He saw a nice pair of Chucks on the native's feet and gladly discarded his own boots and managed to take the shoes without waking up the native.&lt;br /&gt;
He found a bustling camp of hundreds of pirates. The ship was dashed against rocks and was secured by the pirates.&lt;br /&gt;
&lt;br /&gt;
He now roams around Shartak headed who knows where.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags of Kutless==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{IamEmo}}&lt;br /&gt;
{{Drunkeness|User=Kutless55|Level=drinking fifteen bottles of rum and eating a dried leaf.}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Shadow|anything=Trader Tom|attackers=shadow ninjas|feeling=nothing}}&lt;br /&gt;
{{Deathrate|User=Kutless55|Number=a ba-jillion}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{pirate}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Emily_Browning&amp;diff=12893</id>
		<title>Template:Emily Browning</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Emily_Browning&amp;diff=12893"/>
		<updated>2007-02-26T03:20:42Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Elegost55&amp;diff=12892</id>
		<title>User:Elegost55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Elegost55&amp;diff=12892"/>
		<updated>2007-02-26T03:19:16Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7043 Elegost55], a soldier from Derby. He owns a pair of rifles, a pair of machetes and wears a pair of black Chucks. He joined the 1st Derby Privateers not too long ago. He saw Robzombie in the HQ and was welcomed warmly.&lt;br /&gt;
He looks up to Robzombie and MIGHT support anything the Privateers get into.&lt;br /&gt;
&lt;br /&gt;
He owns his own hut in the south-west part of Derby. He has an alligator and a monkey for pets.&lt;br /&gt;
&lt;br /&gt;
He found an mp3 player in the middle of the jungle one day. but he doesn't have a computer to charge it with, so its useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags and Templates==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{IamEmo}}&lt;br /&gt;
{{Drunkeness|User=Elegost55|Level=not drunk}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Derby|anything=Derby Tavern|attackers=Wiksik Headhunters|feeling=happy about being promoted}}&lt;br /&gt;
{{Deathrate|User=Elegost55|Number= more than one}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{outsider}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Eastern_Federation&amp;diff=12891</id>
		<title>Talk:Eastern Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Eastern_Federation&amp;diff=12891"/>
		<updated>2007-02-26T03:16:44Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I love the flag guys! don't you? - [[User:Elegost55|Elegost55]]&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=12890</id>
		<title>Talk:1st Derby Privateers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:1st_Derby_Privateers&amp;diff=12890"/>
		<updated>2007-02-26T03:11:01Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: edited some spelling errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'Ere be the public business of the clan.&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
'''Towards All Outsiders and Pirates'''&lt;br /&gt;
If a Privateer sees an outsider kill in your profile then we'll ask you how you got it. If you say nothing after so many hours, we'll fire a warning shot, give you more hours and then kill you if you still dont respond. If you run away, we'll ask you a little more forcefuly the second time, if you insult us or attack us, then you're a dead man. We dont often cross people off our wanted list. And if you lie to us, remember we'll be checking that your kills haven't increased since the last questioning.&lt;br /&gt;
&lt;br /&gt;
'''Towards All Natives:'''&lt;br /&gt;
KILL EM ALL! Nah, just kidding. If they speaka outsida, then question them like anybody else. If they no speaka di inglish and have a few kills, then kill them. Tough, I know. If they have about 30 kills then kill 'em anyway.&lt;br /&gt;
&lt;br /&gt;
'''Towards Peace Clans:'''&lt;br /&gt;
Open Arms will never by touched by the Privateers unless a Privateer has seen an Open Armsman kill an outsider or pirate.&lt;br /&gt;
&lt;br /&gt;
'''Towards The Derby Hospitallers'''&lt;br /&gt;
Our closest allies and brothers in the protection of Derby. We *heart* the DH. &lt;br /&gt;
&lt;br /&gt;
'''Towards The Jolly Roger Gang and the Hell Born Strumpet:'''&lt;br /&gt;
Such fine Pirates as these will not be harmed by the Privateers, especialy because my own brother, Rozen, is in the JRG. They are the 'good guys' and won't be killed unless they've killed a privateer or Derbyman in an unprovoked way. I'd like to consider the two of them allies in the fight against anti-piratism. &lt;br /&gt;
&lt;br /&gt;
'''Towards Anti-Pirate Factions:'''&lt;br /&gt;
Arrrr! So the OOP and PH are enemies. No hard feelings...then again Zeff, with those tight orange Pirate Hunter Power Pants, I'm not suprised you don't get hard feelings. Hehehe...&lt;br /&gt;
&lt;br /&gt;
'''Recruitment Policy:'''&lt;br /&gt;
Anybody who doesn't kill outsiders without a fair reason. Vigilantes are very welcome to join in the fight under our more legitimate banner. Even Natives can join. &lt;br /&gt;
&lt;br /&gt;
Pirates are encouraged to join up, as long as they dont kill Derbymen or Durhamites and dont kill thier own except on a Mutineer Slaying basis (Like the JRG's PDF members).&lt;br /&gt;
&lt;br /&gt;
'''RAID CONDUCT'''&lt;br /&gt;
Dont touch unaligned Yorkers, and they wont touch us.&lt;br /&gt;
&lt;br /&gt;
When encountering a Yorker from Pirate Hunters or the Order Of Patriots kill them where they stand. &lt;br /&gt;
&lt;br /&gt;
When encountering a Native, Identify Friend or Foe, same for Yorkers, which is easier as you dont have to spend gold. &lt;br /&gt;
&lt;br /&gt;
When encountering [[User:Che|Che]], it's probably best to shoot him. Use your own discression, as he's a trouble-maker, but he's usually benign in Derby. And the man has done a few favors for Shartak (ith my original idea, of course. See Flintlocks wiki). But say hello to him even if you're going to shoot him.&lt;br /&gt;
&lt;br /&gt;
== Signing Up ==&lt;br /&gt;
&lt;br /&gt;
Interested in protecting Derby from the PKers and raiders?&lt;br /&gt;
&lt;br /&gt;
Interested in rumrunning with the Shipwreck? Bootlegging with Durham? Peddling in York?&lt;br /&gt;
&lt;br /&gt;
Interested in hacking away at the jungle?&lt;br /&gt;
&lt;br /&gt;
Interested in hacking at Wiksick's criminal element?&lt;br /&gt;
&lt;br /&gt;
Tired of being a lonely Derby guardian? You know you've got the skills but the Hospitallers aren't bloody and violent enough?&lt;br /&gt;
&lt;br /&gt;
CONSIDER A CAREER IN THE POLICE FORCE OF DERBY, US.&lt;br /&gt;
&lt;br /&gt;
King Death needs you!&lt;br /&gt;
(For adventure, plunder and fame! (May contain wenches. Health plan INCLUDED!))&lt;br /&gt;
&lt;br /&gt;
==Rob Zombie's Political Satire!==&lt;br /&gt;
&lt;br /&gt;
What did Dave C say to the tavern patron?&lt;br /&gt;
&lt;br /&gt;
'Do you smell burning?' - as seen on Raktam Tavern's wiki.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What do you call a man with no pants?&lt;br /&gt;
&lt;br /&gt;
A Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
What do you call a monkey ''with'' pants?&lt;br /&gt;
&lt;br /&gt;
A JRG monkey. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What did Keiichi say to the Durham girl?&lt;br /&gt;
&lt;br /&gt;
'I want your body'&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What do the Pirate Hunters and the Order of Patriots have in common?&lt;br /&gt;
&lt;br /&gt;
They all get ****ed by real men.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Material being saved...for Shartak standup night.&lt;br /&gt;
&lt;br /&gt;
== The [[Raktam Secruity Consultancy]] ==&lt;br /&gt;
&lt;br /&gt;
We have now launched our apolitical, non-membership alternative to the Mercenary's Guild.  If you have any enemies that you wish to place a bounty on, please visit our page.&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Elegost55&amp;diff=12600</id>
		<title>User:Elegost55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Elegost55&amp;diff=12600"/>
		<updated>2007-02-08T04:29:23Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7043 Elegost55], a soldier from Derby. He owns a pair of rifles, a pair of machetes and wears a pair of black Chucks. He joined the 1st Derby Privateers not too long ago. He saw Robzombie in the HQ and was welcomed warmly.&lt;br /&gt;
He looks up to Robzombie and MIGHT support anything the Privateers get into.&lt;br /&gt;
&lt;br /&gt;
He owns his own hut in the south-west part of Derby. He has an alligator and a monkey for pets.&lt;br /&gt;
&lt;br /&gt;
He found an mp3 player in the middle of the jungle one day. but he doesn't have a computer to charge it with, so its useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tags and Templates==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{IamEmo}}&lt;br /&gt;
{{Emily Browning}}&lt;br /&gt;
{{Drunkeness|User=Elegost55|Level=not drunk}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Derby|anything=Balchig|attackers=Wiksik Headhunters|feeling=happy about being promoted}}&lt;br /&gt;
{{Deathrate|User=Elegost55|Number= at the hands of natives more than two}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{outsider}}&lt;br /&gt;
==Postcards==&lt;br /&gt;
http://wiki.shartak.com/index.php/User:Postcardsaremine&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Pirate&amp;diff=12599</id>
		<title>Template:Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Pirate&amp;diff=12599"/>
		<updated>2007-02-08T04:27:22Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:solid #000000 2px;&amp;quot; width=300 align=&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[Image:pirates.png|70px]] || style=&amp;quot;background:#000000; color:#ffffff;&amp;quot; width=300 align=&amp;quot;center&amp;quot; | '''Me bein' a pirate'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  style=&amp;quot;font-size: 10-small&amp;quot; | This user is bein' a pirate. arrr!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=File:Pirates.png&amp;diff=12598</id>
		<title>File:Pirates.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=File:Pirates.png&amp;diff=12598"/>
		<updated>2007-02-08T04:26:02Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=12597</id>
		<title>User:Kutless55</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Kutless55&amp;diff=12597"/>
		<updated>2007-02-08T04:23:06Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com//profile.cgi?id=7121 Kutless55], an unaligned pirate.&lt;br /&gt;
&lt;br /&gt;
He found his way into Shartak a few days after Elegost did. He was marooned alone on a desert island several miles off the coast of Shartak Island, by the mutinous crew who sent the captain to meet Davy Jones.&lt;br /&gt;
They left him some rope, a cutlass and a hard biscuit.&lt;br /&gt;
Instead of dying alone on the island, he made a small raft with bamboo shoots and the rope and headed into the unknown.&lt;br /&gt;
He sailed through out the night not knowing whether he would wake up in the morning.&lt;br /&gt;
&lt;br /&gt;
Kutless was surprised to find himself on a beach, still lying on his raft. There was an unmistakable silhoutte of a ship. He grabbed his cutlass, ate what was left of his biscuit and headed for the ship.&lt;br /&gt;
Half-way to the ship, he came across what he called a &amp;quot;dark little man with grass for knickers&amp;quot; lying behind a rock. He saw a nice pair of Chucks on the native's feet and gladly discarded his own boots and managed to take the shoes without waking up the native.&lt;br /&gt;
He found a bustling camp of hundreds of pirates. The ship was dashed against rocks and was secured by the pirates.&lt;br /&gt;
&lt;br /&gt;
He now roams around Shartak headed who knows where.&lt;br /&gt;
&lt;br /&gt;
==main user==&lt;br /&gt;
http://wiki.shartak.com/index.php/User:Postcardsaremine&lt;br /&gt;
&lt;br /&gt;
==Tags of Kutless==&lt;br /&gt;
{{IdentifyFriendOrFoe|float=left}}&lt;br /&gt;
{{IamEmo}}&lt;br /&gt;
{{Emily Browning}}&lt;br /&gt;
{{Drunkeness|User=Postcardsaremine|Level=drinking fifteen bottles of rum and eating a dried leaf.}}&lt;br /&gt;
{{Chucks}}&lt;br /&gt;
{{Defender|location=Shadow|anything=his shadow|attackers=shadow ninjas|feeling=kutless about it}}&lt;br /&gt;
{{Deathrate|User=Kutless55|Number=a ba-jillion}}&lt;br /&gt;
{{TemplateLover}}&lt;br /&gt;
{{pirate}}&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Template:Outsider&amp;diff=12596</id>
		<title>Template:Outsider</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Template:Outsider&amp;diff=12596"/>
		<updated>2007-02-08T04:22:22Z</updated>

		<summary type="html">&lt;p&gt;Postcardsaremine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;border:solid #000000 2px;&amp;quot; width=200 align=&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | [[Image:outsider.jpg|50px]] || style=&amp;quot;background:#000000; color:#ffffff;&amp;quot; width=200 align=&amp;quot;center&amp;quot; | '''Outsider'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  style=&amp;quot;font-size: 10-small&amp;quot; | This user is an outsider.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{outsider}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Postcardsaremine</name></author>
		
	</entry>
</feed>