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	<id>https://wiki.shartak.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zeff</id>
	<title>The Shartak Wiki - User contributions [en]</title>
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	<updated>2026-04-29T06:11:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=15249</id>
		<title>Sentinels</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=15249"/>
		<updated>2007-08-17T14:11:13Z</updated>

		<summary type="html">&lt;p&gt;Zeff: updated members.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Sentinels|&lt;br /&gt;
official_id=146|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=3|&lt;br /&gt;
clan_goals=To provide protection against spirits.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page or the forum|&lt;br /&gt;
sort_as=S|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Sentinels==&lt;br /&gt;
&lt;br /&gt;
'''The story of the founding of the Sentinels'''&lt;br /&gt;
&lt;br /&gt;
Just skip to the end unless you have a thing for background material...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shaman Rill was lounging around in Raktam as usual. The paleskinned outsiders had been on the island for a long time now. Thanks to this, spirit activity on the island had increased tenfold. An unprecedented amount of hauntings were occurring. People's stuff was going missing more than usual. Bad omens could be seen in the smoke of fires. Lots of spirits were flying about spamming the local healing hut. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Rill could see spirits and since he was a squatter in the local healing hut (having no home to call his own), this annoyed him a fair amount. He couldn't get any sleep due to the constant wailing of the irritated dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily for Rill, the shamans of Shartak had rediscovered some knowledge of their ancestors. This knowledge was highly useful - but it was labelled as &amp;quot;lost knowledge&amp;quot; after the mass communal native memory loss of '56.'''*''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It turned out that there used to be a group of Shaman known as exorcists that specialised in banishing evil spirits, asking the spirits for a bountiful harvest, making and selling assorted charms and all sorts of other mystical stuff that impressed all their not-so-mystical peers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Shaman of Shartak once again had power over the spirit world. Having mastered the ancient exorcism rituals, Rill stepped out of the healing hut for the first time in five months and attempted to take a breath of fresh air. He almost choked after inhaling a large beetle that was angrily flying past. He swallowed the beetle in panic and coughed furiously for a bit before regaining his composure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rill took a breath of fresh air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the other Exorcists wanted to keep their newfound skills to themselves, but Rill decided he was going to be a sell out and offer his skills to the various paleskin groups. For their gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rill looked up at the sky to shout at the heavens. Or at least he tried to, but he had not yet stepped fully out of the healing hut, so he succeeded in only looking up at the door frame of the healing hut. He ignored this fact in order to try and save the moment. He shouted at the door frame,&lt;br /&gt;
:&amp;quot;I AM GOING TO CREATE A GROUP CALLED THE SENTINELS! WHEN WE ARE NOT SMOKING OR SLEEPING WE WILL PROTECT ALL PEOPLE OF SHARTAK FROM EVIL SPIRITS for the right price. PLEASE GREAT SKY, GIVE US YOUR BLESSING!&amp;quot;&lt;br /&gt;
After he was finished, Rill hastily got out of the way of the group of angry villagers trying to get into the healing hut...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''* It is speculated that this catastrophic event happened after a WickSick chef from Wiksik introduced some mushrooms he found into the national cuisine. The dish proved highly successful throughout Shartak but highly addictive. Things generally went downhill from there...'' &lt;br /&gt;
''or uphill, depending on the amount you had consumed...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost/hut informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders while they are working.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
The Sentinels are intended to be a completely pacifist clan - that is they will refrain from any kind of violence towards anyone, including notorious killers, nutjobs and retarded graffiti artists. The main reason for pacifism is to keep the Sentinels as a strictly neutral clan. The general attitude is &amp;quot;make gold, not enemies&amp;quot;. However, if a clan starts targeting the Sentinels specifically then thats a different story...&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
Membership is limited to Shaman with the exorcise skill. Max language skills are a bonus for dealing with outsiders, but not vital. If you wish to join contact through the talk page or the relevant forum thread with a link to your profile.&lt;br /&gt;
&lt;br /&gt;
==Active Sentinel Shaman==&lt;br /&gt;
Our active exorcists and their current location.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=8190 Rincewind] - somewhere in the jungle...&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1977 Rill] - York&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=9532 Wulla-mullung] - Durham&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=14055</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=14055"/>
		<updated>2007-05-10T13:16:48Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
active=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
http://i68.photobucket.com/albums/i24/rttdf/Pirate-Hunter-Ad-1-small.jpg&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Code of Honour ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining manly rolemodels and idols for the rest of Shartak. And indeed, the rest of the world.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Special and Quite Complicated, but Nontheless Slightly Important EXTRA Rule! ==&lt;br /&gt;
&lt;br /&gt;
'''Do not kill within the boundries of Derby, Durham or York.''' This applies to Pirates that have the protection of the local authorities. Do not be alarmed by this rule! &amp;quot;What do you mean?! How can a Pirate Hunter NOT kill Pirates!!! Only a coward a woman or a savage would hesitate to kill a Pirate!!! You are a disgrace to all MEN! Leave at once!!!&amp;quot;, you might say upon hearing such a rule. Despite what common sense may tell you - there is a reason behind this. Quite simply, it would cause trouble for the citizens and peaceful groups that Pirate Hunters try to protect. Even if you accidently squish a Pirate, the amount of resulting paperwork would make the Pirate Hunters unpopular with the local authorities. &lt;br /&gt;
'''However,''' there are exceptions from this rule - If there is &lt;br /&gt;
*a Pirate raid&lt;br /&gt;
*if the target Pirate does not have any protection from the local authorites &lt;br /&gt;
*special orders from Pirate Hunter HQ.&lt;br /&gt;
In any of the above cases - DO NOT HESITATE TO WIPE THE FOUL-SMELLING EEL-BITTEN WAVEMONGERS OF THE FACE OFF THE EARTH! Otherwise, don't cause too much trouble within the towns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has moved to Derby in order to investigate rumours of Piracy.''' He gives his full support to the peaceful [[Derby Hospitallers]] but disapproves of the violent and pro-Pirate [[1st Derby Privateers]] - it is clear that by allying themselves with thementhatsayARRandsmell oftoomuchsardines they will bring nothing but warfare, inferior clothing and a bad smell to the town of Derby. '''However''', despite Zeff's disapproval - the Pirate Hunters will not attack anyone within the boundries of Derby - as this will cause trouble for the good citizens that we strive to protect.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 23:23, 4 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PIRATE HUNTERS DISBAND''' &lt;br /&gt;
Due to the overall decrease in Pirate activity, there is no longer a need for Pirate Hunters. The Pirate Hunters will surely live on in the hearts and minds of every single person (including animals) in Shartak as they strive to base every aspect of their being on their beloved and much-worshipped supreme rolemodels. There is no doubt that, having lost the Pirate Hunters, the people of Shartak will go insane with grief and loss. As they strive to replace the empty void once filled by the shining image of the Pirate Hunters, the people of Shartak will no doubt turn to depraved owl worship as they commit lewd sex acts with stone owl idols too deviant to be described in ANY newspaper, family or otherwise. It is an unfortunate fate, but the people of Shartak will surely survive with the burning image of Pirate Hunters in their minds.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 13:15, 10 May 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=14054</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=14054"/>
		<updated>2007-05-10T13:15:30Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
http://i68.photobucket.com/albums/i24/rttdf/Pirate-Hunter-Ad-1-small.jpg&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Code of Honour ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining manly rolemodels and idols for the rest of Shartak. And indeed, the rest of the world.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Special and Quite Complicated, but Nontheless Slightly Important EXTRA Rule! ==&lt;br /&gt;
&lt;br /&gt;
'''Do not kill within the boundries of Derby, Durham or York.''' This applies to Pirates that have the protection of the local authorities. Do not be alarmed by this rule! &amp;quot;What do you mean?! How can a Pirate Hunter NOT kill Pirates!!! Only a coward a woman or a savage would hesitate to kill a Pirate!!! You are a disgrace to all MEN! Leave at once!!!&amp;quot;, you might say upon hearing such a rule. Despite what common sense may tell you - there is a reason behind this. Quite simply, it would cause trouble for the citizens and peaceful groups that Pirate Hunters try to protect. Even if you accidently squish a Pirate, the amount of resulting paperwork would make the Pirate Hunters unpopular with the local authorities. &lt;br /&gt;
'''However,''' there are exceptions from this rule - If there is &lt;br /&gt;
*a Pirate raid&lt;br /&gt;
*if the target Pirate does not have any protection from the local authorites &lt;br /&gt;
*special orders from Pirate Hunter HQ.&lt;br /&gt;
In any of the above cases - DO NOT HESITATE TO WIPE THE FOUL-SMELLING EEL-BITTEN WAVEMONGERS OF THE FACE OFF THE EARTH! Otherwise, don't cause too much trouble within the towns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has moved to Derby in order to investigate rumours of Piracy.''' He gives his full support to the peaceful [[Derby Hospitallers]] but disapproves of the violent and pro-Pirate [[1st Derby Privateers]] - it is clear that by allying themselves with thementhatsayARRandsmell oftoomuchsardines they will bring nothing but warfare, inferior clothing and a bad smell to the town of Derby. '''However''', despite Zeff's disapproval - the Pirate Hunters will not attack anyone within the boundries of Derby - as this will cause trouble for the good citizens that we strive to protect.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 23:23, 4 January 2007 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PIRATE HUNTERS DISBAND''' &lt;br /&gt;
Due to the overall decrease in Pirate activity, there is no longer a need for Pirate Hunters. The Pirate Hunters will surely live on in the hearts and minds of every single person (including animals) in Shartak as they strive to base every aspect of their being on their beloved and much-worshipped supreme rolemodels. There is no doubt that, having lost the Pirate Hunters, the people of Shartak will go insane with grief and loss. As they strive to replace the empty void once filled by the shining image of the Pirate Hunters, the people of Shartak will no doubt turn to depraved owl worship as they commit lewd sex acts with stone owl idols too deviant to be described in ANY newspaper, family or otherwise. It is an unfortunate fate, but the people of Shartak will surely survive with the burning image of Pirate Hunters in their minds.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 13:15, 10 May 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=13962</id>
		<title>Sentinels</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=13962"/>
		<updated>2007-05-04T07:50:12Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Sentinels|&lt;br /&gt;
official_id=146|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To provide protection against spirits.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page or the forum|&lt;br /&gt;
sort_as=S|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Sentinels==&lt;br /&gt;
&lt;br /&gt;
'''The story of the founding of the Sentinels'''&lt;br /&gt;
&lt;br /&gt;
Just skip to the end unless you have a thing for background material...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shaman Rill was lounging around in Raktam as usual. The paleskinned outsiders had been on the island for a long time now. Thanks to this, spirit activity on the island had increased tenfold. An unprecedented amount of hauntings were occurring. People's stuff was going missing more than usual. Bad omens could be seen in the smoke of fires. Lots of spirits were flying about spamming the local healing hut. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since Rill could see spirits and since he was a squatter in the local healing hut (having no home to call his own), this annoyed him a fair amount. He couldn't get any sleep due to the constant wailing of the irritated dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Luckily for Rill, the shamans of Shartak had rediscovered some knowledge of their ancestors. This knowledge was highly useful - but it was labelled as &amp;quot;lost knowledge&amp;quot; after the mass communal native memory loss of '56.'''*''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It turned out that there used to be a group of Shaman known as exorcists that specialised in banishing evil spirits, asking the spirits for a bountiful harvest, making and selling assorted charms and all sorts of other mystical stuff that impressed all their not-so-mystical peers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Shaman of Shartak once again had power over the spirit world. Having mastered the ancient exorcism rituals, Rill stepped out of the healing hut for the first time in five months and attempted to take a breath of fresh air. He almost choked after inhaling a large beetle that was angrily flying past. He swallowed the beetle in panic and coughed furiously for a bit before regaining his composure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rill took a breath of fresh air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many of the other Exorcists wanted to keep their newfound skills to themselves, but Rill decided he was going to be a sell out and offer his skills to the various paleskin groups. For their gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rill looked up at the sky to shout at the heavens. Or at least he tried to, but he had not yet stepped fully out of the healing hut, so he succeeded in only looking up at the door frame of the healing hut. He ignored this fact in order to try and save the moment. He shouted at the door frame,&lt;br /&gt;
:&amp;quot;I AM GOING TO CREATE A GROUP CALLED THE SENTINELS! WHEN WE ARE NOT SMOKING OR SLEEPING WE WILL PROTECT ALL PEOPLE OF SHARTAK FROM EVIL SPIRITS for the right price. PLEASE GREAT SKY, GIVE US YOUR BLESSING!&amp;quot;&lt;br /&gt;
After he was finished, Rill hastily got out of the way of the group of angry villagers trying to get into the healing hut...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''* It is speculated that this catastrophic event happened after a WickSick chef from Wiksik introduced some mushrooms he found into the national cuisine. The dish proved highly successful throughout Shartak but highly addictive. Things generally went downhill from there...'' &lt;br /&gt;
''or uphill, depending on the amount you had consumed...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost/hut informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders while they are working.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
The Sentinels are intended to be a completely pacifist clan - that is they will refrain from any kind of violence towards anyone, including notorious killers, nutjobs and retarded graffiti artists. The main reason for pacifism is to keep the Sentinels as a strictly neutral clan. The general attitude is &amp;quot;make gold, not enemies&amp;quot;. However, if a clan starts targeting the Sentinels specifically then thats a different story...&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
Membership is limited to Shaman with the exorcise skill. Max language skills are a bonus for dealing with outsiders, but not vital. If you wish to join contact through the talk page or the relevant forum thread with a link to your profile.&lt;br /&gt;
&lt;br /&gt;
==Active Sentinel Shaman==&lt;br /&gt;
Our active exorcists and their current location.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=8190 Rincewind] - Derby&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1977 Rill] -&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=13961</id>
		<title>Sentinels</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=13961"/>
		<updated>2007-05-04T07:48:47Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Sentinels|&lt;br /&gt;
official_id=146|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To provide protection against spirits.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page or the forum|&lt;br /&gt;
sort_as=S|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
==The Sentinels==&lt;br /&gt;
&lt;br /&gt;
'''The story of the founding of the Sentinels'''&lt;br /&gt;
&lt;br /&gt;
Just skip to the end unless you have a thing for background material...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shaman Rill was lounging around in Raktam as usual. The paleskinned outsiders had been on the island for a long time now. Thanks to this, spirit activity on the island had increased tenfold. An unprecedented amount of hauntings were occurring. People's stuff was going missing more than usual. Bad omens could be seen in the smoke of fires. Lots of spirits were flying about spamming the local healing hut. &lt;br /&gt;
&lt;br /&gt;
Since Rill could see spirits and since he was a squatter in the local healing hut (having no home to call his own), this annoyed him a fair amount. He couldn't get any sleep due to the constant wailing of the irritated dead.&lt;br /&gt;
&lt;br /&gt;
Luckily for Rill, the shamans of Shartak had rediscovered some knowledge of their ancestors. This knowledge was highly useful - but it was labelled as &amp;quot;lost knowledge&amp;quot; after the mass communal native memory loss of '56.'''*''' &lt;br /&gt;
&lt;br /&gt;
It turned out that there used to be a group of Shaman known as exorcists that specialised in banishing evil spirits, asking the spirits for a bountiful harvest, making and selling assorted charms and all sorts of other mystical stuff that impressed all their not-so-mystical peers.&lt;br /&gt;
&lt;br /&gt;
The Shaman of Shartak once again had power over the spirit world. Having mastered the ancient exorcism rituals, Rill stepped out of the healing hut for the first time in five months and attempted to take a breath of fresh air. He almost choked after inhaling a large beetle that was angrily flying past. He swallowed the beetle in panic and coughed furiously for a bit before regaining his composure. &lt;br /&gt;
&lt;br /&gt;
Rill took a breath of fresh air.&lt;br /&gt;
&lt;br /&gt;
Many of the other Exorcists wanted to keep their newfound skills to themselves, but Rill decided he was going to be a sell out and offer his skills to the various paleskin groups. For their gold.&lt;br /&gt;
&lt;br /&gt;
Rill looked up at the sky to shout at the heavens. Or at least he tried to, but he had not yet stepped fully out of the healing hut, so he succeeded in only looking up at the door frame of the healing hut. He ignored this fact in order to try and save the moment. He shouted at the door frame,&lt;br /&gt;
&amp;quot;I AM GOING TO CREATE A GROUP CALLED THE SENTINELS! WHEN WE ARE NOT SMOKING OR SLEEPING WE WILL PROTECT ALL PEOPLE OF SHARTAK FROM EVIL SPIRITS for the right price. PLEASE GREAT SKY, GIVE US YOUR BLESSING!&amp;quot;&lt;br /&gt;
After he was finished, Rill hastily got out of the way of the group of angry villagers trying to get into the healing hut...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''* It is speculated that this catastrophic event happened after a WickSick chef from Wiksik introduced some mushrooms he found into the national cuisine. The dish proved highly successful throughout Shartak but highly addictive. Things generally went downhill from there...'' &lt;br /&gt;
''or uphill, depending on the amount you had consumed...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost/hut informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders while they are working.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
The Sentinels are intended to be a completely pacifist clan - that is they will refrain from any kind of violence towards anyone, including notorious killers, nutjobs and retarded graffiti artists. The main reason for pacifism is to keep the Sentinels as a strictly neutral clan. The general attitude is &amp;quot;make gold, not enemies&amp;quot;. However, if a clan starts targeting the Sentinels specifically then thats a different story...&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
Membership is limited to Shaman with the exorcise skill. Max language skills are a bonus for dealing with outsiders, but not vital. If you wish to join contact through the talk page or the relevant forum thread with a link to your profile.&lt;br /&gt;
&lt;br /&gt;
==Active Sentinel Shaman==&lt;br /&gt;
Our active exorcists and their current location.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=8190 Rincewind] - Derby&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1977 Rill] -&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=12903</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=12903"/>
		<updated>2007-02-26T09:35:34Z</updated>

		<summary type="html">&lt;p&gt;Zeff: Pirate Hunter propaganda campaign...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
http://i68.photobucket.com/albums/i24/rttdf/Pirate-Hunter-Ad-1-small.jpg&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Code of Honour ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining manly rolemodels and idols for the rest of Shartak. And indeed, the rest of the world.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Special and Quite Complicated, but Nontheless Slightly Important EXTRA Rule! ==&lt;br /&gt;
&lt;br /&gt;
'''Do not kill within the boundries of Derby, Durham or York.''' This applies to Pirates that have the protection of the local authorities. Do not be alarmed by this rule! &amp;quot;What do you mean?! How can a Pirate Hunter NOT kill Pirates!!! Only a coward a woman or a savage would hesitate to kill a Pirate!!! You are a disgrace to all MEN! Leave at once!!!&amp;quot;, you might say upon hearing such a rule. Despite what common sense may tell you - there is a reason behind this. Quite simply, it would cause trouble for the citizens and peaceful groups that Pirate Hunters try to protect. Even if you accidently squish a Pirate, the amount of resulting paperwork would make the Pirate Hunters unpopular with the local authorities. &lt;br /&gt;
'''However,''' there are exceptions from this rule - If there is &lt;br /&gt;
*a Pirate raid&lt;br /&gt;
*if the target Pirate does not have any protection from the local authorites &lt;br /&gt;
*special orders from Pirate Hunter HQ.&lt;br /&gt;
In any of the above cases - DO NOT HESITATE TO WIPE THE FOUL-SMELLING EEL-BITTEN WAVEMONGERS OF THE FACE OFF THE EARTH! Otherwise, don't cause too much trouble within the towns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has moved to Derby in order to investigate rumours of Piracy.''' He gives his full support to the peaceful [[Derby Hospitallers]] but disapproves of the violent and pro-Pirate [[1st Derby Privateers]] - it is clear that by allying themselves with thementhatsayARRandsmell oftoomuchsardines they will bring nothing but warfare, inferior clothing and a bad smell to the town of Derby. '''However''', despite Zeff's disapproval - the Pirate Hunters will not attack anyone within the boundries of Derby - as this will cause trouble for the good citizens that we strive to protect.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 23:23, 4 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=12902</id>
		<title>Sentinels</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Sentinels&amp;diff=12902"/>
		<updated>2007-02-26T09:28:04Z</updated>

		<summary type="html">&lt;p&gt;Zeff: Ghostbusters remake....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Sentinels|&lt;br /&gt;
official_id=146|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To provide protection against spirits.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page or the forum|&lt;br /&gt;
sort_as=S|&lt;br /&gt;
active=yes|&lt;br /&gt;
}}&lt;br /&gt;
==The Sentinels==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to these outsiders? And so, gathering up his possessions and stealing a logo from a team of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost/hut informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders while they are working.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
The Sentinels are intended to be a completely pacifist clan - that is they will refrain from any kind of violence towards anyone, including notorious killers, nutjobs and retarded graffiti artists. The main reason for pacifism is to keep the Sentinels as a strictly neutral clan. The general attitude is &amp;quot;make gold, not enemies&amp;quot;. However, if a clan starts targeting the Sentinels specifically then thats a different story...&lt;br /&gt;
&lt;br /&gt;
==Millitant Sub-Clan==&lt;br /&gt;
If the Sentinels grow in numbers and manages to gain an enemy that actively hunts down members of the clan a sub-group of the clan will be formed which specialises in the defence of our Shaman. &lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
Membership is limited to Shaman with the exorcise skill. Max language skills are a bonus for dealing with outsiders, but not vital. If you wish to join contact through the talk page or the relevant forum thread with a link to your profile.&lt;br /&gt;
&lt;br /&gt;
==Active Sentinel Shaman==&lt;br /&gt;
Our active exorcists and their current location.&lt;br /&gt;
&lt;br /&gt;
[http://www.shartak.com/profile.cgi?id=1977 Rill] - Derby&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Upon joining the Sentinels must be completely non-violent - even in self defense - anyone that attacks you should be reported to the nearest authorities or the Sentinel millitary group (if it ever exists).&lt;br /&gt;
*Must like kittens and fluffy rabbits.&lt;br /&gt;
*There are currently only two rules (not including this one) until I can come up with some kind of enforced dress code, possibly Power Ranger - inspired... or not.&lt;br /&gt;
*Must adhere to the enforced dress code.&lt;br /&gt;
*Leave any issues regarding protection to the group or town that hires you.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=York&amp;diff=12322</id>
		<title>York</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=York&amp;diff=12322"/>
		<updated>2007-01-24T17:39:16Z</updated>

		<summary type="html">&lt;p&gt;Zeff: Removed Pirate Hunters from groups in York&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Home|&lt;br /&gt;
| image       = satellite_york.png&lt;br /&gt;
| cx          = -70371&lt;br /&gt;
| cy          = 26314&lt;br /&gt;
| type        = Outsider&lt;br /&gt;
| huts        = 23&lt;br /&gt;
| shaman      = Kahuni&lt;br /&gt;
| shaman_gps  = [-70.371,+26.314]&lt;br /&gt;
| shaman_loc  = (08,08)&lt;br /&gt;
| trader      = Harry&lt;br /&gt;
| trader_gps  = [-70.367,+26.313]&lt;br /&gt;
| trader_loc  = (12,09)&lt;br /&gt;
| ammo_gps    = [-70.371,+26.316]&lt;br /&gt;
| ammo_loc    = (08,06)&lt;br /&gt;
| medical_gps = [-70.369,+26.320]&lt;br /&gt;
| medical_loc = (10,02)&lt;br /&gt;
}}&lt;br /&gt;
'''York''' is one of the four outsider [[camp]]s on Shartak. Located near the center of the island's southern shore, it consists of twenty-three [[hut]]s in an oblong clearing.&lt;br /&gt;
&lt;br /&gt;
A [[shaman]] named Kahuni is held captive in the center of the clearing.&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
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| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|16&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#ffebcd|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=15 bgcolor=#f9f9f9 | '''Legend'''&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#33c033|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Unincorporated (&amp;quot;Jungle&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Village territory (&amp;quot;York&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#aa8866|H&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Hut (H&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; represents two huts)&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;
| bgcolor=#ffebcd|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Beach&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#6666ff|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Water&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=#4444af|&lt;br /&gt;
| colspan=14 bgcolor=#f9f9f9 | Deep 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. However, squares within the village of York will be displayed as &amp;quot;York&amp;quot; on the game map, while 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;
==York: A Rough Guide==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map of York.jpg|left|250px|thumb|Map courtesy of York citizen [http://www.shartak.com/profile.cgi?id=487 Gitboy].&amp;lt;br&amp;gt;'''Click to enlarge'''.]]&lt;br /&gt;
&lt;br /&gt;
Frequently refered to as the 'big city' of Shartak, York already has a colourful and frequently bloody history.  Its central location led to a brutal native invasion in the early days of the settlement, swiftly followed by a pirate invasion that has shaped the town into a notorious den of anti-pirate sentiment.&lt;br /&gt;
&lt;br /&gt;
York was the first town to host a full-time [[Colonial Police|police force]], and was also the birthplace of the [[Mercenary's Guild]]. It also boasts the island's first Tavern ([[Czechy's]], at (11,09) on the map above), first and only [[The Yorkman|newspaper]], and [[Order of Patriots|secret society]], and the island's first [[RE field hospital|hospital]].&lt;br /&gt;
&lt;br /&gt;
'''Survival Tips:''' If you're just visiting, try to stay clear of the power struggles and not to upset any of the major groups.  Sleep somewhere like [[CzEcHy's Tavern]] or the RE field hospital so that the [[Colonial Police]] will know if you get attacked. Take extra care if you're a pirate - several groups will attack you without provocation.&lt;br /&gt;
&lt;br /&gt;
== Points of interest ==&lt;br /&gt;
=== Medical Supplies Hut ===&lt;br /&gt;
The busiest place in York, regularly featuring upwards of two dozen people inside at any one time. As you can see on the map above, it is located in the far north end of York. The coordinates are [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70369&amp;amp;cy=26320 -70.369,+26.320]. The hut is filled with crates which contain abandonded medical supplies, which people freely take, to heal themselves, to heal others, and for monetary gain ([[trade]] them in for gold, especially in towns without access to [[first aid kit]]s who will pay top dollar for them, the three native towns and the [[shipwreck]]). There are several doctors who have taken up residence there, and many wounded people come into the medical hut to be healed. A constant problem in the hut is [[spirit]]s wailing and injuring people, but several friendly [[shaman]]s (notably [http://www.shartak.com/profile.cgi?id=1471 lacuna]) have taken up the job of keeping it free of hostile spirits. Renegades who murder these friendly pro-York shamans are hated by all.&lt;br /&gt;
&lt;br /&gt;
=== Trader Harry's ===&lt;br /&gt;
The trading hut in York, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70367&amp;amp;cy=26313 -70.367,+26.313]. &lt;br /&gt;
&amp;lt;add information&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== CzEcHy's Tavern ===&lt;br /&gt;
1 west of the Traders hut, located at [http://www.itechsc.com/misc/shartak/ubermap/closeup.php?sk=1&amp;amp;sc=1&amp;amp;cx=-70368&amp;amp;cy=26313 -70.368,+26.313] is the astoundingly wonderful Tavern owned by {{profile|1603|czech1}}. Feel free to drop by and spend a night or two in safety. Whether you're a pirate, a native, or an elusive murderer wanted by all, you're still welcome at the tavern (as long as you dont kill anyone inside.) [[Czechy's Tavern|CzEcHy's Tavern WikiPage]]&lt;br /&gt;
&lt;br /&gt;
=== Trail to Derby ===&lt;br /&gt;
Starting 1 NE of the ammunition hut (09,05), go 10 paces NE.  Then just follow the instructions carved every 5 squares (where possible), and you should soon find yourself in [[Derby]]. The trail is 270 paces long, which will take you about 4 days without ''[[Trekking]]'' or 2 days with it.&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;NOTE: This trail has been shutdown by the ecoterrorist actions of the [[SPF|Shartak Presevation Front]], and is currently inoperative. Anyone found walking along it may be killed.&amp;lt;/font&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Groups Operating in York==&lt;br /&gt;
Due to its population, many groups have claimed York as their hometown. &lt;br /&gt;
&lt;br /&gt;
*[[Colonial Police]]&lt;br /&gt;
*[[Colonial Counter Terrorist Unit]]&lt;br /&gt;
*[[1st Colonial Militia]]&lt;br /&gt;
*[[Order of Patriots]]&lt;br /&gt;
*[[Shartak Cryptozoological Society]]&lt;br /&gt;
*[[York Pirate Slayers]]&lt;br /&gt;
*[[Healers of Shartak]]&lt;br /&gt;
&lt;br /&gt;
== History of York ==&lt;br /&gt;
 &lt;br /&gt;
[[First Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Second Battle of York]]&lt;br /&gt;
 &lt;br /&gt;
[[Third Battle of York]] - September 20th to October 15th 2006.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Locationsnav}}&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Healers_of_Shartak&amp;diff=11797</id>
		<title>Healers of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Healers_of_Shartak&amp;diff=11797"/>
		<updated>2007-01-05T21:34:32Z</updated>

		<summary type="html">&lt;p&gt;Zeff: typo fixing!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Healers of Shartak|&lt;br /&gt;
official_id=54|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_leaders={{profile|1249|dazedandconfused}}|&lt;br /&gt;
clan_membership=6|&lt;br /&gt;
clan_goals=To keep the inhabitants of Shartak healthy.|&lt;br /&gt;
clan_recruit=If you're a healer interested in joining us contact us via the [http://forum.shartak.com/index.php/topic,129.0.html forum]|&lt;br /&gt;
clan_contact=Contact through the talk page or on the [http://forum.shartak.com/index.php/topic,129.0.html forum].|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Healers of Shartak - Origin ==&lt;br /&gt;
&lt;br /&gt;
The Healers are an old group that dates back years before the first outsiders came to Shartak. The native village of Dalpok, with its abundance of healing herbs, had always turned out talented healers. The knowledge of advanced healing techniques had been passed down from the ancestors to the numerous healer families of Dalpok, their duty - to tend to the injured and sick.&lt;br /&gt;
One year, a disease carried by bats and rodents swept through Shartak. Many people succumbed to fever and died. Dalpok was not effected seriously and, thanks to the many healers, those that were dying were soon nursed back to health. However, the disease inflicted heavy losses on the settlements of Wiksik and Raktam. The healers soon realised that the warlike but easygoing people of Wiksik and the peaceful and pround inhabitants of Raktam needed their help. Although these settlements had their own healers, the fever was too fierce for only a few healers to handle. &lt;br /&gt;
The elders of Dalpok insisted that the healer families stay in Dalpok and dismissed the severity of the fever in Wiksik and Raktam as the will of the ancestors. The healers went despite the protest of the elders. With the help of the healers, Wiksik and Raktam the disease only did minimal damage. &lt;br /&gt;
One year later, a raiding party from Wiksik attacked Dalpok, killing and wounding many people. The elders of Dalpok were furious at the healers for nursing the people of Wiksik back into health. They condemned the healers for helping their enemies and then they exiled many of the promenant healers.&lt;br /&gt;
The healers went from Dalpok to teach other natives their knowledge, swearing that they would heal anyone that needed it, regardless of their beliefs or allegience. Even people that were sworn enemies needed healing.&lt;br /&gt;
A decade later, the healers - now a group consisting of natives from all over the island - were allowed to return to Dalpok.&lt;br /&gt;
&lt;br /&gt;
Many years later when the outsiders first came to Shartak, the healer's services were once again needed to attend to the victims of battle. The healers were quick to realise that these pale-skinned creatures were also human and their bodies worked in a similar way. The healers saw that these outsiders even had healers of their own and knowledge that they did not yet know of.&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
In the present day the Healers of Shartak had not changed their ideal of healing anyone that needs it and welcomed any outisder that showed skill in healing into their group. The Healers of Shartak seek to establish themselves as an efficient group of healers throughout Shartak and heal outsiders, natives and even pirates if they need it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requests ==&lt;br /&gt;
&lt;br /&gt;
If there is a war, disease or other problem that requires the assistance of the Healers, we would be happy to help. An individual or group can request the aid of a healer or healers on the talk page or on the forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Healer's Code ==&lt;br /&gt;
&lt;br /&gt;
* Heal anyone that needs healing regardless of their creed or beliefs.&lt;br /&gt;
* Try to be a peacful person. &amp;quot;Excessively violent&amp;quot; is not a good quality to have in someone that you want to trust with a scalpel and bandages.&lt;br /&gt;
* Do not kill while you are on healing duty. Injuring people simply makes more work. Killing is restricted to spare time and only if absolutely necessary. And if you feel you have to - don't make a mess.&lt;br /&gt;
* We will accept someone with player kills into the Healer's providing that they have changed their ways.&lt;br /&gt;
* Treat your fellow healers with respect.&lt;br /&gt;
* Make friends, not enemies.&lt;br /&gt;
* Use bandages, not sellotape.&lt;br /&gt;
* Don't be afraid to ask your patients for donations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Become a Healer ==&lt;br /&gt;
&lt;br /&gt;
The Healers welcome anyone into their group that proves themselves to be a proficient healer. Members need to have an advanced medical knowledge to become a healer and require the following skills:&lt;br /&gt;
*Triage&lt;br /&gt;
*Natural medicine (Natives)&lt;br /&gt;
*First aid (Outsiders)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Healers ==&lt;br /&gt;
&lt;br /&gt;
The names of the current members are listed here.&lt;br /&gt;
We currently have members based in Dalpok, Wiksik and York.&lt;br /&gt;
&lt;br /&gt;
{{profile|1249|Dazedandconfused}} - senior healer hailing from Dalpok. Founder of the Healers of Shartak.&lt;br /&gt;
&lt;br /&gt;
{{profile|4832|Mowgli}} - a senior (but small) healer.&lt;br /&gt;
&lt;br /&gt;
{{profile|4337|Ropata}} - another senior healer. Also a trader for the [[The South Shartak Trading Company]].&lt;br /&gt;
&lt;br /&gt;
{{profile|2712|Voll}} - the first outsider to join the Healers. Young but talented freelance surgeon.&lt;br /&gt;
&lt;br /&gt;
{{profile|4325|Wicksickness}} - another young but talented Healer. A member of the [[Wiksik Healers]].&lt;br /&gt;
&lt;br /&gt;
{{profile|531|Kalina}} - a senior member from Dalpok. Has a strange connection with the spirits that wander Shartak.&lt;br /&gt;
&lt;br /&gt;
== News and Updates ==&lt;br /&gt;
&lt;br /&gt;
Any Healer of Shartak related news goes here.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Healers_of_Shartak&amp;diff=11786</id>
		<title>Healers of Shartak</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Healers_of_Shartak&amp;diff=11786"/>
		<updated>2007-01-05T14:10:57Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Healers of Shartak|&lt;br /&gt;
official_id=54|&lt;br /&gt;
open_to=everyone|&lt;br /&gt;
clan_image=|&lt;br /&gt;
clan_leaders={{profile|1249|dazedandconfused}}|&lt;br /&gt;
clan_membership=5|&lt;br /&gt;
clan_goals=To keep the inhabitants of Shartak healthy.|&lt;br /&gt;
clan_recruit=If you're a healer interested in joining us contact us via the [http://forum.shartak.com/index.php/topic,129.0.html forum]|&lt;br /&gt;
clan_contact=Contact through the talk page or on the [http://forum.shartak.com/index.php/topic,129.0.html forum].|&lt;br /&gt;
sort_as=|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Healers of Shartak - Origin ==&lt;br /&gt;
&lt;br /&gt;
The Healers are an old group that dates back years before the first outisders came to Shartak. The native village of Dalpok, with its abundance of healing herbs, had always turned out talented healers. The knowledge of advanced healing techniques had been passed down from the ancestors to the numerous healer families of Dalpok, their duty - to tend to the injured and sick.&lt;br /&gt;
One year, a disease carried by bats and rodents swept through Shartak. Many people succumbed to fever and died. Dalpok was not effected seriously and, thanks to the many healers, those that were dying were soon nursed back to health. However, the disease inflicted heavy losses on the settlements of Wicksik and Raktam. The healers soon realised that the warlike but easygoing people of Wicksik and the peaceful and pround inhabitants of Raktam needed their help. Although these settlements had their own healers, the fever was too fierce for only a few healers to handle. &lt;br /&gt;
The elders of Dalpok insisted that the healer families stay in Dalpok and dismissed the severity of the fever in Wicksik and Raktam as the will of the ancestors. The healers went despite the protest of the elders. With the help of the healers, Wicksik and Raktam the disease only did minimal damage. &lt;br /&gt;
One year later, a raiding party from Wicksik attacked Dalpok, killing and wounding many people. The elders of Dalpok were furious at the healers for nursing the people of Wicksik back into health. They condemned the healers for helping their enemies and then they exiled many of the promenant healers.&lt;br /&gt;
The healers went from Dalpok to teach other natives their knowledge, swearing that they would heal anyone that needed it, regardless of their beliefs or allegience. Even people that were sworn enemies needed healing.&lt;br /&gt;
A decade later, the healers - now a group consisting of natives from all over the island - were allowed to return to Dalpok.&lt;br /&gt;
&lt;br /&gt;
Many years later when the outsiders first came to Shartak, the healer's services were once again needed to attend to the victims of battle. The healers were quick to realise that these pale-skinned creatures were also human and their bodies worked in a similar way. The healers saw that these outsiders even had healers of their own and knowledge that they did not yet know of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goal ==&lt;br /&gt;
&lt;br /&gt;
In the present day the Healers of Shartak had not changed their ideal of healing anyone that needs it and welcomed any outisder that showed skill in healing into their group. The Healers of Shartak seek to establish themselves as an efficient group of healers throughout Shartak and heal outsiders, natives and even pirates if they need it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Requests ==&lt;br /&gt;
&lt;br /&gt;
If there is a war, disease or other problem that requires the assistance of the Healers, we would be happy to help. An individual or group can request the aid of a healer or healers on the talk page or on the forum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Healer's Code ==&lt;br /&gt;
&lt;br /&gt;
* Heal anyone that needs healing regardless of their creed or beliefs.&lt;br /&gt;
* Try to be a peacful person. &amp;quot;Excessivly violent&amp;quot; is not a good quality to have in someone that you want to trust with a scalpel and bandages.&lt;br /&gt;
* Do not kill while you are on healing duty. Injuring people simply makes more work. Killing is restricted to spare time and only if absolutely necessary. And if you feel you have to - don't make a mess.&lt;br /&gt;
* We will accept someone with player kills into the Healer's providing that they have changed their ways.&lt;br /&gt;
* Treat your fellow healers with respect.&lt;br /&gt;
* Make friends, not enemies.&lt;br /&gt;
* Use bandages, not sellotape.&lt;br /&gt;
* Don't be afraid to ask your patients for donations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Become a Healer ==&lt;br /&gt;
&lt;br /&gt;
The Healers welcome anyone into their group that proves themselves to be a proficient healer. Members need to have an advanced medicla knowledge to become a healer and require the following skills:&lt;br /&gt;
*Triage&lt;br /&gt;
*Natural medicine (Natives)&lt;br /&gt;
*First aid (Outsiders)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Healers ==&lt;br /&gt;
&lt;br /&gt;
The names of the current members are listed here.&lt;br /&gt;
We currently have members based in Dalpok, Wicksik and York.&lt;br /&gt;
&lt;br /&gt;
{{profile|1249|Dazedandconfused}} - senior healer hailing from Dalpok. Founder of the Healers of Shartak.&lt;br /&gt;
&lt;br /&gt;
{{profile|4832|Mowgli}} - a senior (but small) healer.&lt;br /&gt;
&lt;br /&gt;
{{profile|4337|Ropata}} - another senior healer. Also a trader for the [[The South Shartak Trading Company]].&lt;br /&gt;
&lt;br /&gt;
{{profile|2712|Voll}} - the first outsider to join the Healers. Young but talented freelance surgeon.&lt;br /&gt;
&lt;br /&gt;
{{profile|4325|Wicksickness}} - another young but talented Healer. A member of the [[Wiksik Healers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== News and Updates ==&lt;br /&gt;
&lt;br /&gt;
Any Healer of Shartak related news goes here.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11784</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11784"/>
		<updated>2007-01-04T23:39:39Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Code of Honour ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining manly rolemodels and idols for the rest of Shartak. And indeed, the rest of the world.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A Special and Quite Complicated, but Nontheless Slightly Important EXTRA Rule! ==&lt;br /&gt;
&lt;br /&gt;
'''Do not kill within the boundries of Derby, Durham or York.''' This applies to Pirates that have the protection of the local authorities. Do not be alarmed by this rule! &amp;quot;What do you mean?! How can a Pirate Hunter NOT kill Pirates!!! Only a coward a woman or a savage would hesitate to kill a Pirate!!! You are a disgrace to all MEN! Leave at once!!!&amp;quot;, you might say upon hearing such a rule. Despite what common sense may tell you - there is a reason behind this. Quite simply, it would cause trouble for the citizens and peaceful groups that Pirate Hunters try to protect. Even if you accidently squish a Pirate, the amount of resulting paperwork would make the Pirate Hunters unpopular with the local authorities. &lt;br /&gt;
'''However,''' there are exceptions from this rule - If there is &lt;br /&gt;
*a Pirate raid&lt;br /&gt;
*if the target Pirate does not have any protection from the local authorites &lt;br /&gt;
*special orders from Pirate Hunter HQ.&lt;br /&gt;
In any of the above cases - DO NOT HESITATE TO WIPE THE FOUL-SMELLING EEL-BITTEN WAVEMONGERS OF THE FACE OFF THE EARTH! Otherwise, don't cause too much trouble within the towns. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has moved to Derby in order to investigate rumours of Piracy.''' He gives his full support to the peaceful [[Derby Hospitallers]] but disapproves of the violent and pro-Pirate [[1st Derby Privateers]] - it is clear that by allying themselves with thementhatsayARRandsmell oftoomuchsardines they will bring nothing but warfare, inferior clothing and a bad smell to the town of Derby. '''However''', despite Zeff's disapproval - the Pirate Hunters will not attack anyone within the boundries of Derby - as this will cause trouble for the good citizens that we strive to protect.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 23:23, 4 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11782</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11782"/>
		<updated>2007-01-04T23:23:03Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has moved to Derby in order to investigate rumours of Piracy.''' He gives his full support to the peaceful [[Derby Hospitallers]] but disapproves of the violent and pro-Pirate [[1st Derby Privateers]] - it is clear that by allying themselves with thementhatsayARRandsmell oftoomuchsardines they will bring nothing but warfare, inferior clothing and a bad smell to the town of Derby. '''However''', despite Zeff's disapproval - the Pirate Hunters will not attack anyone within the boundries of Derby - as this will cause trouble for the good citizens that we strive to protect.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 23:23, 4 January 2007 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11730</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11730"/>
		<updated>2006-12-31T12:54:21Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 7|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11696</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11696"/>
		<updated>2006-12-28T12:29:17Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=at least 5000|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter {{profile|245|Koskela}}'''&lt;br /&gt;
Little is known of Pirate Hunter Koskela. Koskela seems to specialize in hunting pirates. This is a good attribute for a Pirate Hunter to have.&lt;br /&gt;
- has sent 34 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11695</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11695"/>
		<updated>2006-12-28T12:28:33Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter {{profile|245|Koskela}}'''&lt;br /&gt;
Little is known of Pirate Hunter Koskela. Koskela seems to specialize in hunting pirates. This is a good attribute for a Pirate Hunter to have.&lt;br /&gt;
- has sent 34 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Zeff has taken a short break from Pirate Hunting and is currently in York.''' He has made a public appearance for the glorious benifit of the hordes of rabid Pirate Hunter fans celebrating The Pirate Hunters (and Christmas) in [[Czechy's Tavern]] and spent a great deal of funds on FREE signed portraits for them all.&lt;br /&gt;
He is also currently stocking up on supplies and trying to blackmai... err.. recruit some more members.&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 12:28, 28 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=11563</id>
		<title>Talk:The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=11563"/>
		<updated>2006-12-22T15:01:27Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you hate Pirates this much, why not join the Order of Patriots? They seem to do a pretty good job at slaughtering pirates. --[[User:Zydd Soral|Zydd Soral]] 22:05 PST August 15, 2006&lt;br /&gt;
*Let me preface this by saying that what follows is strictly my take on the matter and therefore is not official Pirate Hunter policy. The Pirate Hunters are a more aggressive group than the OP.  The OP's mission centers around keeping pirates out of York.  If a pirate isn't close to York, the OP doesn't really care. Their priority is to protect York, not kill pirates. The PH, in contrast, want to kill pirates wherever they are.  That's our main goal, though we also want to protect the outsider settlements.  While the OP stays close to York to make sure pirates don't get near it, the PH goes out into the jungle and attacks any pirate we come across, even if they're practically on top of the shipwreck.  Also, the OP seems to take its job seriously, and I respect them for that.  However, in the PH...well, we don't take anything seriously (especially not ourselves), as evidenced by Zeff's threats to attack pirates with his &amp;quot;surprisingly deadly mango.&amp;quot;  It's a different tone, and that light-hearted tone was the reason I chose to join. [[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Requests and Information'''==&lt;br /&gt;
&lt;br /&gt;
Troubled by Pirates? Need some help with Pirate Hunting? Is there a specific Pirate you want &amp;quot;taken care of&amp;quot;? Does your group want an alliance?&lt;br /&gt;
Requests for the Pirate Hunters go here...&lt;br /&gt;
&lt;br /&gt;
== Alliance? ==&lt;br /&gt;
&lt;br /&gt;
Are you interested in an Alliance with the [[Shartak Rebel Forces]]? We try to keep York and the surrounding areas safe from Pirates and Natives. - [[User:Che|Che]] 02:28, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*An alliance? Of course. We will consider anyone working for the same goal as our allies. [[User:Zeff|Zeff]] 14:12, 2 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Opponent ==&lt;br /&gt;
&lt;br /&gt;
Good day, honourable opponent. Captain Dan here. I am impressed by your group, tis obvious that you are around the Ship, but, dispite my best efforts, I cannot find you. Hopefully we will meet some time. Good bye for now, my ghost-like opponents. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
*Ah, the esteemed Captain Dan! We've met once in battle already, but I look forward to meeting you again in the field of combat.  It will be an honor, sir! '''Phillip Murray'''&lt;br /&gt;
&lt;br /&gt;
*Greetings, Captain Dan. I'm impressed at your persistance, despite your nefarious nature. I seem to recall you tracking me down and even giving me numerous wounds! Very few pirates have managed to track me down let alone deal me damage! It was a shame you didn't see that shark coming from underneath you... XD I look forward to fighting you and your crew members once again! This time without the interference of my pet shark, &amp;quot;bitey&amp;quot;. '''Zeff'''&lt;br /&gt;
&lt;br /&gt;
== The South Shartak Trading Company ==&lt;br /&gt;
&lt;br /&gt;
*I've been made aware by one of your men, one Serious Sam, about what a bad decision it would be to sell first aid kits to the shipwreck trading post. He was quite clear that I should not take this action, and has implied that I may suffer a terrible demise if this occurs.&lt;br /&gt;
&lt;br /&gt;
First of all, I do not appreciate threats on my life for doing my job. All threats on an SSTC trader are taken seriously, and all attempts on a trader's life are meet with lethal force, as well as legal action if self appointed justice is not enough. Secondly, we do not like it when we have other groups interfering with our business or making  demands on company policy. We at The South Shartak Trading Company adhere to a strict neutrality policy, which means we do not take sides. Everyone has the same rights to have access to our goods. That includes pirates and natives! We will trade with anyone willing, including your group and the York trading post, unless they take constant and consistent hostile action against us. &lt;br /&gt;
&lt;br /&gt;
I ask you, therefore, to respect our position of neutrality and leave us to do business, which is trading goods all over the island. I will, therefore, leave your group to do yours, which is pirate hunting. Respect my company's position of neutrality, and we will respect your position on the war with the pirates. [[User:Jack W Spalding|Jack W Spalding]] 0:00, 7 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Have no fear! Although we do highly disapprove of Pirate sympathisers or anyone that has relations with Pirates, The Pirate Hunters will not attack anyone that is not actually a Pirate. I'm sure Serious Sam was merely trying to intimidate you not to do business with Pirates in order to save you from meeting your doom at the hands of a lowly seadog. Since all Pirate Hunters are sworn only to use their highly trained skills on Pirates and savages, there is no way a Pirate Hunter would actually murder a fellow outsider. It is the duty of The Pirate Hunters to go all out to protect their fellow settlers - no matter how misguided they are. &lt;br /&gt;
Although Serious Sam is a worthy member of the Pirate Hunters, he is still relatively new - he does not know that Pirate Hunters also use the Shipwreck trading post for supplies when hunting! [[User:Zeff|Zeff]]&lt;br /&gt;
&lt;br /&gt;
Orders Received and accepted. My plan to bully SSTC personnel by hurling poisonous berries at them from the bushes has been ruined! [[User:Serious Sam|SeriousSam]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=A Gentleman's Wager=&lt;br /&gt;
&lt;br /&gt;
A sportsmanlike match has been proposed between a member of the Scurvy Crew and the Jolly Roger Gang to take place at the ruins well south of the shipwreck. All habitants of Shartak are invited to witness the match, and bet upon their favorite fighter. Natives who are at the wreck at the date of the match are guarenteed to be unharrassed by the participating clans and Outsiders. If needs be we'll postpone the fight a couple days to let the most people who want to join in the fun. Details will be posted on the Scurvy Crew's and whatever other pages agree to the match. It should be wicked fun. I mean, Come On! It's fight night!!!! Tyler Whitney 03:13, 8 November 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11556</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11556"/>
		<updated>2006-12-21T16:40:12Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, contact a member ingame or PM Zeff on the [http://forum.shartak.com/index.php/topic,67.0.html forum.]|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 78 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
* '''Pirate Hunter {{profile|245|Koskela}}'''&lt;br /&gt;
Little is known of Pirate Hunter Koskela. Koskela seems to specialize in hunting pirates. This is a good attribute for a Pirate Hunter to have.&lt;br /&gt;
- has sent 34 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Friendly Groups==&lt;br /&gt;
&lt;br /&gt;
Although The Pirate Hunter's are no doubt the most powerful and the most loved group on the island, there exist other groups that - although their methods are different - share a common goal with the Pirate Hunters - the eradication of the Pirate Peril.&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
==Enemy Groups==&lt;br /&gt;
&lt;br /&gt;
Among the numerous groups of Pirates there are two specific groups that stand out above the rest. All Pirate Hunters must go out of their way to destroy these rum-drinking, baby-eating uncivillised enemies of humanity for good! &lt;br /&gt;
&lt;br /&gt;
* [[The Scurvy Crew of The Hell-born Strumpet]]&lt;br /&gt;
The Scurvy Crew have been long time enemies of the Pirate Hunters, as well as perhaps the most established and largest Pirate group on Shartak. Zeff himself has clashed with their captain on numerous occasions.&lt;br /&gt;
&lt;br /&gt;
* [[The Jolly Roger Gang]]&lt;br /&gt;
If the Scurvy Crew are the most violent Pirates on the island, the JRG are no doubt the most devious. It was them that planned the stealing of Zeff's Pirate Hunting Power Pants while he was engaged in a spot of shark wrestling. This shattered Zeff's resolve, decreased the overall manliness of the Pirate Hunters by at least 50% and resulted in his absence during the third battle of York. They are obviously pure evil. They may or may not be behind the presence of highly trained anti-Pirate Hunter assualt-monkeys on the island.&lt;br /&gt;
&lt;br /&gt;
* [[Monkeys]]&lt;br /&gt;
If it wasn't for monkeys and Pirates, Zeff's life would be (almost) violence free. The monkeys of Shartak seem to have mysterious leaning towards piracy... such as stealing a respecatable gentleman's clothing when he is engaged in a variety of sea-based sporting and hunting activities...&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
&lt;br /&gt;
Vital and important updates regarding the Pirate Hunters go here..&lt;br /&gt;
&lt;br /&gt;
'''The Pirate Hunter's have been reformed, Zeff no longer absent!'''&lt;br /&gt;
After a lengthy abscence from Pirate Hunting, Zeff is back in leadership of The Pirate Hunters. Having finally recovered his precious Pirate Hunting Power Pants he is once more set on his goal of dishing out supreme and absolute justice to the Pirate Peril (in a manly way).&lt;br /&gt;
After losing one member after the [[Third Battle of York]] and another member leaving to form the [[1st Colonial Militia]] the Pirate Hunters are currently looking for new members. If you think you have what it takes, sign up now!&lt;br /&gt;
&lt;br /&gt;
[[User:Zeff|Zeff]] 16:40, 21 December 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=11554</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=11554"/>
		<updated>2006-12-21T15:06:52Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page|&lt;br /&gt;
sort_as=G|&lt;br /&gt;
active=no|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! YEESS!!! I DO/DID/AM!!! WOW!! ITS TALKING ABOUT ME!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=11553</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=11553"/>
		<updated>2006-12-21T15:05:27Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page|&lt;br /&gt;
active=no&lt;br /&gt;
sort_as=G|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! YEESS!!! I DO/DID/AM!!! WOW!! ITS TALKING ABOUT ME!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11552</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11552"/>
		<updated>2006-12-21T14:55:51Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forum or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 77 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter {{profile|245|Koskela}}'''&lt;br /&gt;
Little is known of Pirate Hunter Koskela. Koskela seems to specialize in hunting pirates. This is a good attribute for a Pirate Hunter to have.&lt;br /&gt;
- has sent 34 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
*Help find the missing Pirate Hunting power pants. This is a very serious issue, no one finds it remotely amusing. If you do find them, DO NOT ATEMPT TO WEAR THEM unless you are a fully qualified Pirate Hunter. As for the suspects, it is highly likely that a Pirate/Monkey conspiracy is involved. Either that or their tightness broke the laws of physics causing them to cave in on themselves, forming a Black Hole. But again, this is just speculation.&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
There is no news. Thus defeating the point of writing a &amp;quot;news&amp;quot; section. There will likely be news in the future.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11520</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=11520"/>
		<updated>2006-12-19T20:09:55Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forum or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth, suprise tactics and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
[[Image:NoPirate.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Do you have what it takes? Sign up today!==&lt;br /&gt;
&lt;br /&gt;
Do you know the meaning of TRUE MANLINESS!? Are you ready to endure harsh conditions to track down and end the Pirate Peril for good?! Do you have what it takes to become a Pirate Hunter!?&lt;br /&gt;
If you feel you have what it takes and are willing to follow the noble and glorious Pirate Hunters to the ends of the earth, the Pirate Hunters could use you...&lt;br /&gt;
AS A LOYAL AND DEVOTED FAN!! That's right! If you meet the above conditions, you may just be eligible for an oppurtunity to join the (OFFICIAL) Shartak Pirate Hunters fan club!&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
if you go far beyond the conditions specified above, if your willpower and honourable resolve is so strong that it has become a solid object that orbits around your head, if you feel you are a glorious rolemodel for the population of Shartak, if you feel you could take on an endless horde of Pirates with only your tongue...&lt;br /&gt;
Only then should you deem yourself worthy to claim the title of Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
If you are interested in bearing the title of Pirate Hunter, simply contact Zeff on the forum. &lt;br /&gt;
&lt;br /&gt;
==Active Pirate Hunters==&lt;br /&gt;
&lt;br /&gt;
This displays the current active members of The Pirate Hunters, as well as the amount of Pirate kills.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Captain {{profile|1934|Zeff}}'''&lt;br /&gt;
The Captain is in charge of co-ordinating Pirate Hunter activites and inter-group relations. &lt;br /&gt;
- has sent 77 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Mango'''&lt;br /&gt;
Mango is currently serving as the Pirate Hunter secretary and manager of Zeff's personal fan club &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Parrot'''&lt;br /&gt;
Currently serving as Zeff's lieutenant &lt;br /&gt;
- has sent 0 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
'''Pirate Hunter Bananna'''&lt;br /&gt;
Currently serving as Zeff's emergency food supply &lt;br /&gt;
- has sent 1 Pirates to their grave/graves/barrel/locker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As you can see, the Pirate Hunters are somewhat understaffed... no doubt because so few people are willing to endure the harsh conditions and intensive training required to become a Pirate Hunter. Even the Mango only just barely made it.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
* [[Order of Patriots]]&lt;br /&gt;
* [[1st Colonial Militia]]&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
The virtuous warriors of The Pirate Hunters must abide by a code of honour, so that they may fulfill their duties as shining rolemodels for the rest of Shartak.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
*Help find the missing Pirate Hunting power pants. This is a very serious issue, no one finds it remotely amusing. If you do find them, DO NOT ATEMPT TO WEAR THEM unless you are a fully qualified Pirate Hunter. As for the suspects, it is highly likely that a Pirate/Monkey conspiracy is involved. Either that or their tightness broke the laws of physics causing them to cave in on themselves, forming a Black Hole. But again, this is just speculation.&lt;br /&gt;
&lt;br /&gt;
==News==&lt;br /&gt;
There is no news. Thus defeating the point of writing a &amp;quot;news&amp;quot; section. There will likely be news in the future.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=10551</id>
		<title>Talk:The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=10551"/>
		<updated>2006-10-09T07:19:27Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you hate Pirates this much, why not join the Order of Patriots? They seem to do a pretty good job at slaughtering pirates. --[[User:Zydd Soral|Zydd Soral]] 22:05 PST August 15, 2006&lt;br /&gt;
*Let me preface this by saying that what follows is strictly my take on the matter and therefore is not official Pirate Hunter policy. The Pirate Hunters are a more aggressive group than the OP.  The OP's mission centers around keeping pirates out of York.  If a pirate isn't close to York, the OP doesn't really care. Their priority is to protect York, not kill pirates. The PH, in contrast, want to kill pirates wherever they are.  That's our main goal, though we also want to protect the outsider settlements.  While the OP stays close to York to make sure pirates don't get near it, the PH goes out into the jungle and attacks any pirate we come across, even if they're practically on top of the shipwreck.  Also, the OP seems to take its job seriously, and I respect them for that.  However, in the PH...well, we don't take anything seriously (especially not ourselves), as evidenced by Zeff's threats to attack pirates with his &amp;quot;surprisingly deadly mango.&amp;quot;  It's a different tone, and that light-hearted tone was the reason I chose to join. [[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
== Alliance? ==&lt;br /&gt;
&lt;br /&gt;
Are you interested in an Alliance with the [[Shartak Rebel Forces]]? We try to keep York and the surrounding areas safe from Pirates and Natives. - [[User:Che|Che]] 02:28, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*An alliance? Of course. We will consider anyone working for the same goal as our allies. [[User:Zeff|Zeff]] 14:12, 2 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Opponent ==&lt;br /&gt;
&lt;br /&gt;
Good day, honourable opponent. Captain Dan here. I am impressed by your group, tis obvious that you are around the Ship, but, dispite my best efforts, I cannot find you. Hopefully we will meet some time. Good bye for now, my ghost-like opponents. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
*Ah, the esteemed Captain Dan! We've met once in battle already, but I look forward to meeting you again in the field of combat.  It will be an honor, sir! '''Phillip Murray'''&lt;br /&gt;
&lt;br /&gt;
*Greetings, Captain Dan. I'm impressed at your persistance, despite your nefarious nature. I seem to recall you tracking me down and even giving me numerous wounds! Very few pirates have managed to track me down let alone deal me damage! It was a shame you didn't see that shark coming from underneath you... XD I look forward to fighting you and your crew members once again! This time without the interference of my pet shark, &amp;quot;bitey&amp;quot;. '''Zeff'''&lt;br /&gt;
&lt;br /&gt;
== The South Shartak Trading Company ==&lt;br /&gt;
&lt;br /&gt;
*I've been made aware by one of your men, one Serious Sam, about what a bad decision it would be to sell first aid kits to the shipwreck trading post. He was quite clear that I should not take this action, and has implied that I may suffer a terrible demise if this occurs.&lt;br /&gt;
&lt;br /&gt;
First of all, I do not appreciate threats on my life for doing my job. All threats on an SSTC trader are taken seriously, and all attempts on a trader's life are meet with lethal force, as well as legal action if self appointed justice is not enough. Secondly, we do not like it when we have other groups interfering with our business or making  demands on company policy. We at The South Shartak Trading Company adhere to a strict neutrality policy, which means we do not take sides. Everyone has the same rights to have access to our goods. That includes pirates and natives! We will trade with anyone willing, including your group and the York trading post, unless they take constant and consistent hostile action against us. &lt;br /&gt;
&lt;br /&gt;
I ask you, therefore, to respect our position of neutrality and leave us to do business, which is trading goods all over the island. I will, therefore, leave your group to do yours, which is pirate hunting. Respect my company's position of neutrality, and we will respect your position on the war with the pirates. [[User:Jack W Spalding|Jack W Spalding]] 0:00, 7 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Have no fear! Although we do highly disapprove of Pirate sympathisers or anyone that has relations with Pirates, The Pirate Hunters will not attack anyone that is not actually a Pirate. I'm sure Serious Sam was merely trying to intimidate you not to do buisiness with Pirates in order to save you from meeting your doom at the hands of a lowly seadog. Since all Pirate Hunters are sworn only to use their highly trained skills on Pirates and savages, there is no way a Pirate Hunter would actually murder a fellow outsider. It is the duty of The Pirate Hunters to go all out to protect their fellow settlers - no matter how misguided they are. &lt;br /&gt;
Although Serious Sam is a worthy member of the Pirate Hunters, he is still relatively new - he does not know that Pirate Hunters also use the Shipwreck trading post for supplies when hunting! [[User:Zeff|Zeff]]&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=10547</id>
		<title>Talk:The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=10547"/>
		<updated>2006-10-08T12:33:27Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you hate Pirates this much, why not join the Order of Patriots? They seem to do a pretty good job at slaughtering pirates. --[[User:Zydd Soral|Zydd Soral]] 22:05 PST August 15, 2006&lt;br /&gt;
*Let me preface this by saying that what follows is strictly my take on the matter and therefore is not official Pirate Hunter policy. The Pirate Hunters are a more aggressive group than the OP.  The OP's mission centers around keeping pirates out of York.  If a pirate isn't close to York, the OP doesn't really care. Their priority is to protect York, not kill pirates. The PH, in contrast, want to kill pirates wherever they are.  That's our main goal, though we also want to protect the outsider settlements.  While the OP stays close to York to make sure pirates don't get near it, the PH goes out into the jungle and attacks any pirate we come across, even if they're practically on top of the shipwreck.  Also, the OP seems to take its job seriously, and I respect them for that.  However, in the PH...well, we don't take anything seriously (especially not ourselves), as evidenced by Zeff's threats to attack pirates with his &amp;quot;surprisingly deadly mango.&amp;quot;  It's a different tone, and that light-hearted tone was the reason I chose to join. [[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
== Alliance? ==&lt;br /&gt;
&lt;br /&gt;
Are you interested in an Alliance with the [[Shartak Rebel Forces]]? We try to keep York and the surrounding areas safe from Pirates and Natives. - [[User:Che|Che]] 02:28, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*An alliance? Of course. We will consider anyone working for the same goal as our allies. [[User:Zeff|Zeff]] 14:12, 2 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Opponent ==&lt;br /&gt;
&lt;br /&gt;
Good day, honourable opponent. Captain Dan here. I am impressed by your group, tis obvious that you are around the Ship, but, dispite my best efforts, I cannot find you. Hopefully we will meet some time. Good bye for now, my ghost-like opponents. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
*Ah, the esteemed Captain Dan! We've met once in battle already, but I look forward to meeting you again in the field of combat.  It will be an honor, sir! '''Phillip Murray'''&lt;br /&gt;
&lt;br /&gt;
*Greetings, Captain Dan. I'm impressed at your persistance, despite your nefarious nature. I seem to recall you tracking me down and even giving me numerous wounds! Very few pirates have managed to track me down let alone deal me damage! It was a shame you didn't see that shark coming from underneath you... XD I look forward to fighting you and your crew members once again! This time without the interference of my pet shark, &amp;quot;bitey&amp;quot;. '''Zeff'''&lt;br /&gt;
&lt;br /&gt;
== The South Shartak Trading Company ==&lt;br /&gt;
&lt;br /&gt;
*I've been made aware by one of your men, one Serious Sam, about what a bad decision it would be to sell first aid kits to the shipwreck trading post. He was quite clear that I should not take this action, and has implied that I may suffer a terrible demise if this occurs.&lt;br /&gt;
&lt;br /&gt;
First of all, I do not appreciate threats on my life for doing my job. All threats on an SSTC trader are taken seriously, and all attempts on a trader's life are meet with lethal force, as well as legal action if self appointed justice is not enough. Secondly, we do not like it when we have other groups interfering with our business or making  demands on company policy. We at The South Shartak Trading Company adhere to a strict neutrality policy, which means we do not take sides. Everyone has the same rights to have access to our goods. That includes pirates and natives! We will trade with anyone willing, including your group and the York trading post, unless they take constant and consistent hostile action against us. &lt;br /&gt;
&lt;br /&gt;
I ask you, therefore, to respect our position of neutrality and leave us to do business, which is trading goods all over the island. I will, therefore, leave your group to do yours, which is pirate hunting. Respect my company's position of neutrality, and we will respect your position on the war with the pirates. [[User:Jack W Spalding|Jack W Spalding]] 0:00, 7 October 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Have no fear! Although we do highly disapprove of Pirate sympathisers or anyone that has relations with Pirates, The Pirate Hunters will not attack anyone that is not actually a Pirate. I'm sure Serious Sam was merely trying to intimidate you not to do buisiness with Pirates in order to save you from meeting your doom at the hands of a lowly seadog. Since all Pirate Hunters are sworn only to use their highly trained skills on Pirates and savages, there is no way a Pirate Hunter would actually murder a fellow outsider. It is the duty of The Pirate Hunters to go all out to protect their fellow settlers - no matter how misguided they are. &lt;br /&gt;
Although Serious Sam is a worthy member of the Pirate Hunters, he is still relatively new - he does not know that Pirate Hunters also use the Shipwreck trading post! [[User:Zeff|Zeff]]&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=10188</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=10188"/>
		<updated>2006-09-16T10:19:33Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=4|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forums or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
Although Pirate Hunters will rarely work as a group, being more suited to solitary hunting, there are some rules that members must abide to.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;br /&gt;
*Help find the missing Pirate Hunting power pants. This is a very serious issue, no one finds it remotely amusing. If you do find them, DO NOT ATEMPT TO WEAR THEM unless you are a fully qualified Pirate Hunter. As for the suspects, it is highly likely that a Pirate/Monkey conspiracy is involved. Either that or their tightness broke the laws of physics causing them to cave in on themselves, forming a Black Hole. But again, this is just speculation.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=10186</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=10186"/>
		<updated>2006-09-16T09:58:35Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page|&lt;br /&gt;
sort_as=G|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! YEESS!!! I DO/DID/AM!!! WOW!! ITS TALKING ABOUT ME!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10145</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10145"/>
		<updated>2006-09-14T15:07:39Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Joing the Pirate Slayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;What you say is interesting but our aims and style of dealing with problems(pirates) is different from your group and the Order.--[[User:Oztec|Oztec]] 08:22, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest I can't really see any difference between our goals. In what way is your group different? Are you sure you won't reconsider joining up? Sign up to the Pirate Hunters now and you get a free Pirate Hunter Badge. You also get the high privellage and honour of wearing our spiffy skin-tight and colourful uniform - perfect for killing pirates - you'll be the envy and rolemodel of everyone in York! Additionaly, if you manage to kill the most pirates within a week, you get to wear the OFFICIAL Pirate Hunter Hunting Hat for a whole day! Its tempting, isn't it? [[User:Zeff|Zeff]] 10:14, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I was considering joining but then i spotted our differences immediately- you pirate hunters are civilized bunch with your tight pants and flashy hats...the pirate slayers must forego these pleasures. We are so devoted to killing pirates that in the midst of our slayings we might even resemble them, this is the unfortunate consequence of being a slayer. Also did you know we stink nearly as bad as them?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
As the Founder of the Jolly Roger Gang I must admit...that all anti-pirate groups are rather boring. &amp;quot; Oh kill all the pirates they stink.&amp;quot; After killing them over and over and hearing this you get rather dulled to their pleas. I will admit that reading the pirate hunters accounts does always give me a laugh. The york pirate slayers will be good exp for some of my new recurits however...--[[User:Michael edwards|Michael edwards]] 23:28, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I do not communicate with the weakling enemy...pirate hunters have reached the shipwreck to kill, how many pirates have lived long enough to see the sights of York?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Funny. The largest group in Shatak is PIRATE! I have the hounour to hold a senior crEw membership in that, I that is THE SCURVY CREW OF THE HELL BORN STRUMPET!!! Long live the Captain and the Crew! Captain Dan&lt;br /&gt;
&lt;br /&gt;
'''Believe me Oztec,''' the tight pants are not a &amp;quot;pleasure&amp;quot;. They are very uncomfortable indeed - unless you're into that kind of thing... (we won't hold it against you if you are). The constant pressure of the tight tight pants of the Pirate Hunters are used to remind us of the constant pressure that Pirates inflict upon the good people of Shartak - thus constantly reminding us of our noble goal. If you think we are nothing more than civilized nobles with no fighting ability then you are wrong - it takes a tremendous amount of fighting ability and endurance to be able to kill pirates while under the near fatal strain of the Pirate Hunter Power Pants. If a normal person would wear them they would be instantly broken by their crushing grip - indeed we even use them as a very messy and hard-to-pull-off pirate assassination technique - but if I told you the details I'd have to force you to wear them. Do not be taken in by our appearences, our group has sent more pirates to their graves than even the Order of Patriots (although this is mainly due to the fact that they spend most of their time defending York, rather than actively hunting Pirates). Also do not underestimate the enemy! They may be mere Pirates, but when they are in a swarm they can level anything in their path! The horde of Pirates march through the jungle, ruthlessly devouring anything in their path in order to protect their colony and their all-important queen! Do not goad them further!! Do not tempt them to come to York!! Instead trek through the jungle, travel to their foul shipwreck, and destroy the eggs before any more baby pirates can hatch!!!&lt;br /&gt;
*'''As for you Captain Dan, the Scurvy Crew is a formidable enemy''' - its size is indeed an issue for us - every time we kill on of your members, another takes its place. Your captain, Tyler Whitney was one of the hardest and most drunken opponents I have ever faced. But being a pirate is nothing to boast about!! It is something to hide from your neo-conservative, conformist parents until they find out where you go at night after hiring a private investigator, and then they are outraged and persuede you that you are evil and send you to a fundamentalist rehabilitation happy camp but to no avail, so you they cut off all contact with you after a huge argument and then you leave home to follow your dream to become a broadway acto...&lt;br /&gt;
ANYWAY that dosen't matter!!! All pirates will be shot on sight - although being a Pirate Hunter means being in a permenant state of low-ammo (usually because we had to eat the ammo for survival of the extreme conditions we have to endure) so we'll probably stab you on sight instead. Of course, most of the time we are without machetes as we had to use them too as an emergency food supply. So at the very LEAST, all pirates will be given a nasty bite (and possibly a few bruises) on sight.&lt;br /&gt;
*'''AND Michael Edwards of the Jolly Roger gang!''' Your group has proven more elusive than the Scurvy Crew, so we may have to resort to underhanded tactics when dealing with you. If you prove too formidable, we may have to resort to ganging up on you and calling you names. But one thing I do resent is the fact that you said that we hunt Pirates because they stink! This is an UNFORGIVABLE mis-interpretation of our goals and we have reserved a set of Pirate Hunter Power Pants as a punishment! We are not in the least bit concerned with the smell of Pirates!! Indeed the very notion of a Pirate Hunter using his nostrils for actual smelling is utterly absurd!!! The highly trained nostrils of a Pirate Hunter are used as a launching device for a variety of deadly and unexpected projectiles!! If you mis-interpret our goals or offend our nostrils once again, I WILL NOT HESITATE TO THROW SOMETHING AT YOU! [[User:Zeff|Zeff]] 17:30, 13 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;Strange after listening to that most mindless piece of ranting i no longer feel the urge to kill pirates...rather i now feel like killing all people who wear tight pants! MUST KILL ZEFF!&amp;lt;Br&amp;gt; but i still think the pirates be chicken shit.--[[User:Oztec|Oztec]] 19:31, 13 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Now you know how we Pirate Hunters feel. We never get Zeff started about the pants.  The pants are a sore spot (obvious potential joke here...but I am SO not going there).  Ever since the three headed monkey stole Zeff's pants (a real feat, mind you), he's been cranky.  It's so hard to kill pirates when one is nekkid below the waist.  Well, actually, it's very easy (they keep shrieking &amp;quot;Arr! Me eyes!&amp;quot; and turning their heads away), but it's rather undignified. [[User:Black Joe| Black Joe]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What do you mean you no longer feel the urge to kill Pirates?! As a Pirate Hunter you must never forget the five sacred URGES! But it dosen't matter... Oztec, my rosy-cheeked young ragamuffin, it seems you are not yet ready to endure the Pirate Hunter training methods. This is understandable, as you are still young. I have every confidence that one day you too will grow up to be a fine and spiffy Pirate Hunter with a Hat of your very own. Until then, a piece of advice from your new role-model and tutor - make the most of your youth!! Approach everything you do with your vigorous youthful passion, and one day you too will be able to achieve your dream of proudly equiping the Purple Pirate Hunter Pants of Power and Passion!!&lt;br /&gt;
&lt;br /&gt;
I apologise if my fantastical rant disturbed you or shocked you (or anyone else) to the core of your being (or beings), but it is as Pirate Hunter Murray (aka Black Joe) said - monkeys are indeed one of the Pirate Hunters arch-enemies, second only to Pirtates. Luckily I have managed to craft a new set of pantaloons from the skin of a shark - thus enabling me to cover my previously exposed vitals. This may decrease the amount of swooning young ladies (and even married men) next time I come to restock in town, although they will no doubt be disappointed after getting excited about my reported state of nudity. But I suppose its for the best...   [[User:Zeff|Zeff]] 15:07, 14 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10131</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10131"/>
		<updated>2006-09-13T17:31:54Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Joing the Pirate Slayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;What you say is interesting but our aims and style of dealing with problems(pirates) is different from your group and the Order.--[[User:Oztec|Oztec]] 08:22, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest I can't really see any difference between our goals. In what way is your group different? Are you sure you won't reconsider joining up? Sign up to the Pirate Hunters now and you get a free Pirate Hunter Badge. You also get the high privellage and honour of wearing our spiffy skin-tight and colourful uniform - perfect for killing pirates - you'll be the envy and rolemodel of everyone in York! Additionaly, if you manage to kill the most pirates within a week, you get to wear the OFFICIAL Pirate Hunter Hunting Hat for a whole day! Its tempting, isn't it? [[User:Zeff|Zeff]] 10:14, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I was considering joining but then i spotted our differences immediately- you pirate hunters are civilized bunch with your tight pants and flashy hats...the pirate slayers must forego these pleasures. We are so devoted to killing pirates that in the midst of our slayings we might even resemble them, this is the unfortunate consequence of being a slayer. Also did you know we stink nearly as bad as them?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
As the Founder of the Jolly Roger Gang I must admit...that all anti-pirate groups are rather boring. &amp;quot; Oh kill all the pirates they stink.&amp;quot; After killing them over and over and hearing this you get rather dulled to their pleas. I will admit that reading the pirate hunters accounts does always give me a laugh. The york pirate slayers will be good exp for some of my new recurits however...--[[User:Michael edwards|Michael edwards]] 23:28, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I do not communicate with the weakling enemy...pirate hunters have reached the shipwreck to kill, how many pirates have lived long enough to see the sights of York?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Funny. The largest group in Shatak is PIRATE! I have the hounour to hold a senior crEw membership in that, I that is THE SCURVY CREW OF THE HELL BORN STRUMPET!!! Long live the Captain and the Crew! Captain Dan&lt;br /&gt;
&lt;br /&gt;
'''Believe me Oztec,''' the tight pants are not a &amp;quot;pleasure&amp;quot;. They are very uncomfortable indeed - unless you're into that kind of thing... (we won't hold it against you if you are). The constant pressure of the tight tight pants of the Pirate Hunters are used to remind us of the constant pressure that Pirates inflict upon the good people of Shartak - thus constantly reminding us of our noble goal. If you think we are nothing more than civilized nobles with no fighting ability then you are wrong - it takes a tremendous amount of fighting ability and endurance to be able to kill pirates while under the near fatal strain of the Pirate Hunter Power Pants. If a normal person would wear them they would be instantly broken by their crushing grip - indeed we even use them as a very messy and hard-to-pull-off pirate assassination technique - but if I told you the details I'd have to force you to wear them. Do not be taken in by our appearences, our group has sent more pirates to their graves than even the Order of Patriots (although this is mainly due to the fact that they spend most of their time defending York, rather than actively hunting Pirates). Also do not underestimate the enemy! They may be mere Pirates, but when they are in a swarm they can level anything in their path! The horde of Pirates march through the jungle, ruthlessly devouring anything in their path in order to protect their colony and their all-important queen! Do not goad them further!! Do not tempt them to come to York!! Instead trek through the jungle, travel to their foul shipwreck, and destroy the eggs before any more baby pirates can hatch!!!&lt;br /&gt;
*'''As for you Captain Dan, the Scurvy Crew is a formidable enemy''' - its size is indeed an issue for us - every time we kill on of your members, another takes its place. Your captain, Tyler Whitney was one of the hardest and most drunken opponents I have ever faced. But being a pirate is nothing to boast about!! It is something to hide from your neo-conservative, conformist parents until they find out where you go at night after hiring a private investigator, and then they are outraged and persuede you that you are evil and send you to a fundamentalist rehabilitation happy camp but to no avail, so you they cut off all contact with you after a huge argument and then you leave home to follow your dream to become a broadway acto...&lt;br /&gt;
ANYWAY that dosen't matter!!! All pirates will be shot on sight - although being a Pirate Hunter means being in a permenant state of low-ammo (usually because we had to eat the ammo for survival of the extreme conditions we have to endure) so we'll probably stab you on sight instead. Of course, most of the time we are without machetes as we had to use them too as an emergency food supply. So at the very LEAST, all pirates will be given a nasty bite (and possibly a few bruises) on sight.&lt;br /&gt;
*'''AND Michael Edwards of the Jolly Roger gang!''' Your group has proven more elusive than the Scurvy Crew, so we may have to resort to underhanded tactics when dealing with you. If you prove too formidable, we may have to resort to ganging up on you and calling you names. But one thing I do resent is the fact that you said that we hunt Pirates because they stink! This is an UNFORGIVABLE mis-interpretation of our goals and we have reserved a set of Pirate Hunter Power Pants as a punishment! We are not in the least bit concerned with the smell of Pirates!! Indeed the very notion of a Pirate Hunter using his nostrils for actual smelling is utterly absurd!!! The highly trained nostrils of a Pirate Hunter are used as a launching device for a variety of deadly and unexpected projectiles!! If you mis-interpret our goals or offend our nostrils once again, I WILL NOT HESITATE TO THROW SOMETHING AT YOU! [[User:Zeff|Zeff]] 17:30, 13 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10130</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10130"/>
		<updated>2006-09-13T17:30:28Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Joing the Pirate Slayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;What you say is interesting but our aims and style of dealing with problems(pirates) is different from your group and the Order.--[[User:Oztec|Oztec]] 08:22, 12 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
To be honest I can't really see any difference between our goals. In what way is your group different? Are you sure you won't reconsider joining up? Sign up to the Pirate Hunters now and you get a free Pirate Hunter Badge. You also get the high privellage and honour of wearing our spiffy skin-tight and colourful uniform - perfect for killing pirates - you'll be the envy and rolemodel of everyone in York! Additionaly, if you manage to kill the most pirates within a week, you get to wear the OFFICIAL Pirate Hunter Hunting Hat for a whole day! Its tempting, isn't it? [[User:Zeff|Zeff]] 10:14, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I was considering joining but then i spotted our differences immediately- you pirate hunters are civilized bunch with your tight pants and flashy hats...the pirate slayers must forego these pleasures. We are so devoted to killing pirates that in the midst of our slayings we might even resemble them, this is the unfortunate consequence of being a slayer. Also did you know we stink nearly as bad as them?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
As the Founder of the Jolly Roger Gang I must admit...that all anti-pirate groups are rather boring. &amp;quot; Oh kill all the pirates they stink.&amp;quot; After killing them over and over and hearing this you get rather dulled to their pleas. I will admit that reading the pirate hunters accounts does always give me a laugh. The york pirate slayers will be good exp for some of my new recurits however...--[[User:Michael edwards|Michael edwards]] 23:28, 12 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;I do not communicate with the weakling enemy...pirate hunters have reached the shipwreck to kill, how many pirates have lived long enough to see the sights of York?--[[User:Oztec|Oztec]] 08:37, 13 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Funny. The largest group in Shatak is PIRATE! I have the hounour to hold a senior crEw membership in that, I that is THE SCURVY CREW OF THE HELL BORN STRUMPET!!! Long live the Captain and the Crew! Captain Dan&lt;br /&gt;
&lt;br /&gt;
'''Believe me Oztec,''' the tight pants are not a &amp;quot;pleasure&amp;quot;. They are very uncomfortable indeed - unless you're into that kind of thing... (we won't hold it against you if you are). The constant pressure of the tight tight pants of the Pirate Hunters are used to remind us of the constant pressure that Pirates inflict upon the good people of Shartak - thus constantly reminding us of our noble goal. If you think we are nothing more than civilized nobles with no fighting ability then you are wrong - it takes a tremendous amount of fighting ability and endurance to be able to kill pirates while under the near fatal strain of the Pirate Hunter Power Pants. If a normal person would wear them they would be instantly broken by their crushing grip - indeed we even use them as a very messy and hard-to-pull-off pirate assassination technique - but if I told you the details I'd have to force you to wear them. Do not be taken in by our appearences, our group has sent more pirates to their graves than even the Order of Patriots (although this is mainly due to the fact that they spend most of their time defending York, rather than actively hunting Pirates). Also do not underestimate the enemy! They may be mere Pirates, but when they are in a swarm they can level anything in their path! The horde of Pirates march through the jungle, ruthlessly devouring anything in their path in order to protect their colony and their all-important queen! Do not goad them further!! Do not tempt them to come to York!! Instead trek through the jungle, travel to their foul shipwreck, and destroy the eggs before any more baby pirates can hatch!!!&lt;br /&gt;
*'''As for you Captain Dan, the Scurvy Crew is a formidable enemy''' - its size is indeed an issue for use - every time we kill on of your members, another takes its place. Your captain, Tyler Whitney was one of the hardest and most drunken opponents I have ever faced. But being a pirate is nothing to boast about!! It is something to hide from your neo-conservative, conformist parents until they find out where you go at night after hiring a private investigator, and then they are outraged and persuede you that you are evil and send you to a fundamentalist rehabilitation happy camp but to no avail, so you they cut off all contact with you after a huge argument and then you leave home to follow your dream to become a broadway acto...&lt;br /&gt;
ANYWAY that dosen't matter!!! All pirates will be shot on sight - although being a Pirate Hunter means being in a permenant state of low-ammo (usually because we had to eat the ammo for survival of the extreme conditions we have to endure) so we'll probably stab you on sight instead. Of course, most of the time we are without machetes as we had to use them too as an emergency food supply. So at the very LEAST, all pirates will be given a nasty bite (and possibly a few bruises) on sight.&lt;br /&gt;
*'''AND Michael Edwards of the Jolly Roger gang!''' Your group has proven more elusive than the Scurvy Crew, so we may have to resort to underhanded tactics when dealing with you. If you prove too formidable, we may have to resort to ganging up on you and calling you names. But one thing I do resent is the fact that you said that we hunt Pirates because they stink! This is an UNFORGIVABLE mis-interpretation of our goals and we have reserved a set of Pirate Hunter Power Pants as a punishment! We are not in the least bit concerned with the smell of Pirates!! Indeed the very notion of a Pirate Hunter using his nostrils for actual smelling is utterly absurd!!! The highly trained nostrils of a Pirate Hunter are used as a launching device for a variety of deadly and unexpected projectiles!! If you mis-interpret our goals or offend our nostrils once again, I WILL NOT HESITATE TO THROW SOMETHING AT YOU! [[User:Zeff|Zeff]] 17:30, 13 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10114</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10114"/>
		<updated>2006-09-12T10:14:37Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Joing the Pirate Slayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;br /&gt;
&amp;lt;Br&amp;gt;What you say is interesting but our aims and style of dealing with problems(pirates) is different from your group and the Order.--[[User:Oztec|Oztec]] 08:22, 12 September 2006 (UTC)&lt;br /&gt;
To be honest I can't really see any difference between our goals. In what way is your group different? Are you sure you won't reconsider joining up? Sign up to the Pirate Hunters now and you get a free Pirate Hunter Badge. You also get the high privellage and honour of wearing our spiffy skin-tight and colourful uniform - perfect for killing pirates - you'll be the envy and rolemodel of everyone in York! Additionaly, if you manage to kill the most pirates within a week, you get to wear the OFFICIAL Pirate Hunter Hunting Hat for a whole day! Its tempting, isn't it? [[User:Zeff|Zeff]] 10:14, 12 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=10113</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=10113"/>
		<updated>2006-09-12T10:06:39Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Forensic Analysis/Advanced Seance */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
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This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&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 like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
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simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
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the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
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*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 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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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 2006 (UTC)&lt;br /&gt;
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===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
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Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Forensic Analysis/Advanced Seance===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists, Shamans, Warriors, Soldiers, Pirates|&lt;br /&gt;
suggest_description=Allows the character to determine whose body is lying on the ground and the cause of death.  Would require 1 or .5 AP to use, similar to tracking, and would say something like &amp;quot;It looks like Dim Mak is lying on the ground, clawed to death by a parrot.&amp;quot; or &amp;quot;Barbarossa is dead on the ground, seems he ate the wrong berries.&amp;quot;&lt;br /&gt;
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Soldiers, Warriors and Pirates would understand forensics as they are used to seeing dead bodies, Scientists because they can think critically to determine the cause of death, and Shamans would hold an advanced seance with the spirits in the area to ask what happened (and perhaps get different flavour text).&lt;br /&gt;
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There may also be an advanced form of this skill (Advanced Forensic Analysis/Expert Seance) which would indicate approximate time as well as the direction the culprit left, if a PC/NPC did the killing and the character also has the tracking skill - &amp;quot;frisco is shot dead on the ground, his body dead for a while. Tracks show the shooter went southwest recently.&amp;quot;&lt;br /&gt;
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A further advanced form (Expert Forensic Analysis/Seance Mastery) would provide info about who did other actions, like note writing/signposting - &amp;quot;Scribbled in the sand is 'Arrrgh!!!'.  It looks like Barbarossa's handwriting.&amp;quot;&lt;br /&gt;
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This skill may help bounty hunters, pk hunters, clan warfare, provide warning information for everyone, and help combat note spamming.&lt;br /&gt;
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suggest_time=16:50, 11 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Good suggestion! I support this idea, I think the skill would be a good addition to the game. I can't really see anything wrong with this skill unless theres a technical reason why it can't be implemented. Seems like a good way to combat spammers as well... [[User:Zeff|Zeff]] 10:06, 12 September 2006 (UTC)&lt;br /&gt;
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		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=10094</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=10094"/>
		<updated>2006-09-11T12:52:52Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Clan Bonuses */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
:*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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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* 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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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;
&lt;br /&gt;
*'''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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===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;
&lt;br /&gt;
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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Comment here&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;
&lt;br /&gt;
*''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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		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10093</id>
		<title>Talk:York Pirate Slayers</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:York_Pirate_Slayers&amp;diff=10093"/>
		<updated>2006-09-11T12:29:29Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Joing the Pirate Slayers */&lt;/p&gt;
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&lt;div&gt;==Joing the Pirate Slayers==&lt;br /&gt;
If you're keen on pirate hunting perhaps you should join [[The Pirate Hunters]] or [[The Order of Patriots]] rather than start up a new clan. It makes sense to join an already established clan rather than go through all the effort to start up a brand new identical one. &lt;br /&gt;
[[User:Zeff|Zeff]] 12:29, 11 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=10025</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=10025"/>
		<updated>2006-09-09T19:19:38Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Possession */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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&lt;br /&gt;
===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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&lt;br /&gt;
===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
&lt;br /&gt;
Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&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 like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 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;
===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
&lt;br /&gt;
simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
&lt;br /&gt;
traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
&lt;br /&gt;
*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
&lt;br /&gt;
[x] 3. Pirate lingo&lt;br /&gt;
&lt;br /&gt;
[x] 4. Murder&lt;br /&gt;
&lt;br /&gt;
[ ] 5. Plunder&lt;br /&gt;
&lt;br /&gt;
Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
&lt;br /&gt;
So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
&lt;br /&gt;
*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
&lt;br /&gt;
*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
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*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 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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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
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This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
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suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Doesn't sound too appealing to me - would be a real bummer to login and see that one character had taken possession of me, given all my gold to a friend, dropped my other items, and used the remaining AP to punch an elephant or move me to an enemy city.  Maybe if possession was restricted to animals? --[[User:Frisco|Frisco]] 18:57, 8 September 2006 (UTC)&lt;br /&gt;
*There would be restrictions on the skill such as the spirit not being able to possess someone of a higher level and only be able to possess someone for an amount of AP equal to their level (a level 17 spirit would be able to possess someone of a lower level for 17 turns). As well as this, actions that possessed players take dont get deducted from the possessed players AP, they get deducted from the ghosts AP. Also other players would be able to distinguish a possessed players actions by the text describing the action, so instead of &amp;quot;Bob gives Sam 10 gold&amp;quot; it would be something like &amp;quot;Bob with a strange glow in his eyes gives Sam 10 gold&amp;quot; or something similar. I think spirits need some kind of extra skill to make RPing as a spirit as worthwhile as RPing as a native or outsider. [[User:Zeff|Zeff]] 19:19, 9 September 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;
===Require Help===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=All players|&lt;br /&gt;
suggest_description=''Allow you to scream to require help when you are in danger.''&lt;br /&gt;
&lt;br /&gt;
Cost 5APs to prevent your &amp;quot;race&amp;quot; (Outsiders, Natives or Pirates) you are in danger at 5 cases in all directions|&lt;br /&gt;
suggest_time=17:17, 8 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Ownslaught|Ownslaught]]|&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;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=9958</id>
		<title>Talk:The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=9958"/>
		<updated>2006-09-07T17:17:07Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* An Opponent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you hate Pirates this much, why not join the Order of Patriots? They seem to do a pretty good job at slaughtering pirates. --[[User:Zydd Soral|Zydd Soral]] 22:05 PST August 15, 2006&lt;br /&gt;
*Let me preface this by saying that what follows is strictly my take on the matter and therefore is not official Pirate Hunter policy. The Pirate Hunters are a more aggressive group than the OP.  The OP's mission centers around keeping pirates out of York.  If a pirate isn't close to York, the OP doesn't really care. Their priority is to protect York, not kill pirates. The PH, in contrast, want to kill pirates wherever they are.  That's our main goal, though we also want to protect the outsider settlements.  While the OP stays close to York to make sure pirates don't get near it, the PH goes out into the jungle and attacks any pirate we come across, even if they're practically on top of the shipwreck.  Also, the OP seems to take its job seriously, and I respect them for that.  However, in the PH...well, we don't take anything seriously (especially not ourselves), as evidenced by Zeff's threats to attack pirates with his &amp;quot;surprisingly deadly mango.&amp;quot;  It's a different tone, and that light-hearted tone was the reason I chose to join. [[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
== Alliance? ==&lt;br /&gt;
&lt;br /&gt;
Are you interested in an Alliance with the [[Shartak Rebel Forces]]? We try to keep York and the surrounding areas safe from Pirates and Natives. - [[User:Che|Che]] 02:28, 1 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
*An alliance? Of course. We will consider anyone working for the same goal as our allies. [[User:Zeff|Zeff]] 14:12, 2 September 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Opponent ==&lt;br /&gt;
&lt;br /&gt;
Good day, honourable opponent. Captain Dan here. I am impressed by your group, tis obvious that you are around the Ship, but, dispite my best efforts, I cannot find you. Hopefully we will meet some time. Good bye for now, my ghost-like opponents. '''Captain Dan'''&lt;br /&gt;
&lt;br /&gt;
*Ah, the esteemed Captain Dan! We've met once in battle already, but I look forward to meeting you again in the field of combat.  It will be an honor, sir! '''Phillip Murray'''&lt;br /&gt;
&lt;br /&gt;
*Greetings, Captain Dan. I'm impressed at your persistance, despite your nefarious nature. I seem to recall you tracking me down and even giving me numerous wounds! Very few pirates have managed to track me down let alone deal me damage! It was a shame you didn't see that shark coming from underneath you... XD I look forward to fighting you and your crew members once again! This time without the interference of my pet shark, &amp;quot;bitey&amp;quot;. '''Zeff'''&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:Ghostbusters&amp;diff=9938</id>
		<title>Talk:Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:Ghostbusters&amp;diff=9938"/>
		<updated>2006-09-06T19:03:17Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Jobs==&lt;br /&gt;
If you have a job/request for the Ghostbusters, feel free to post it here.&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9933</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9933"/>
		<updated>2006-09-06T15:01:17Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page or contact Zeff on the forums|&lt;br /&gt;
sort_as=G|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! YEESS!!! I DO/DID/AM!!! WOW!! ITS TALKING ABOUT ME!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9932</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9932"/>
		<updated>2006-09-06T14:56:51Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page|&lt;br /&gt;
sort_as=G|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! YEESS!!! I DO/DID/AM!!! WOW!! ITS TALKING ABOUT ME!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9931</id>
		<title>Ghostbusters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Ghostbusters&amp;diff=9931"/>
		<updated>2006-09-06T14:55:33Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=Ghostbusters|&lt;br /&gt;
official_id=73|&lt;br /&gt;
open_to=natives|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/GhostbustersClan.jpg|&lt;br /&gt;
clan_leaders=[http://www.shartak.com/profile.cgi?id=1977 Rill]|&lt;br /&gt;
clan_membership=1|&lt;br /&gt;
clan_goals=To sell our ghostbusting services to the outsiders.|&lt;br /&gt;
clan_recruit=All shamans with the Exorcism skill and at least two language skills can sign up.|&lt;br /&gt;
clan_contact=Through the wiki talk page|&lt;br /&gt;
sort_as=G|&lt;br /&gt;
}}&lt;br /&gt;
==Ghostbusters==&lt;br /&gt;
Ever since the outsiders set foot on the island of Shartak, they have been kept awake by strange noises in the night, or even scared to death by the wailing of the restless dead. They only had to use their brains to realise that there was something strange in the neighborhood. But with no one to call to their aid, they had to put up with the spirits that would flock to their settlements, lured by the smell of the living.&lt;br /&gt;
Until recently, the natives of the island were also plauged by the hauntings, until their shamans rediscovered ancient rituals of their ancestors that would banish spirits. Many natives saw the fact that the spirits now flock to their enemies, the outsiders settlements as a blessing. The shaman Rill, on the other hand, saw it as a viable business oppurtunity.&lt;br /&gt;
Being able to exorcise spirits, he thought why not sell his services to the outsiders? And so, gathering up his possessions and stealing a logo from a group of four young outsider scientists that were doing research on the spirits, he set off to the outsider settlements to make some gold...&lt;br /&gt;
&lt;br /&gt;
==Hiring==&lt;br /&gt;
An outsider or group of outsiders can hire one of our members for 5 gold a day. We will immediately dispatch one of our shamans to the required settlement and proceed to exorcise spirits from all the public places. The client is required to set up a signpost informing other outsiders not to attack the exorcist, where the shaman will sleep.&lt;br /&gt;
All of our shamans will refrain from any violence towards outsiders, while they are a part of the clan.&lt;br /&gt;
To contact us please use the talk page.&lt;br /&gt;
&lt;br /&gt;
==Membership==&lt;br /&gt;
*Are you a shaman with a knack for removing spirits?&lt;br /&gt;
*Do you have unbiased opinions about outsiders?&lt;br /&gt;
*Are you fustrated that you're village is no longer haunted?&lt;br /&gt;
*Do you get the feeling that everyone in your village hates you?&lt;br /&gt;
*Do you suffer from allergies, stomache pains or frequent headaches?&lt;br /&gt;
*Do you recognise the deep spiritual value of gold?&lt;br /&gt;
*Do you realise that enlightenment comes from the acquisition of lots of gold?&lt;br /&gt;
*Do the other shaman call you a materialistic and shallow sell-out?&lt;br /&gt;
*Do you get the feeling you're being watched all the time?&lt;br /&gt;
*Did you have cabbage for dinner two nights ago?&lt;br /&gt;
*Do you often use more explanation marks than most people would consider &amp;quot;necessary&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
If the answer to all of the above is &amp;quot;YES!!! I DO/DID/AM!!! WOW!! THESE QUESTIONS ARE TALKING ABOUT ME!! MY POTENTIAL IS FINALLY BEING RECOGNISED!!! BWAHAHAHAHA!!!&amp;quot; then Ghostbusters are looking for YOU!&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9920</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9920"/>
		<updated>2006-09-05T13:18:42Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=4|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forums or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the presence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the military of our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
Although Pirate Hunters will rarely work as a group, being more suited to solitary hunting, there are some rules that members must abide to.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9811</id>
		<title>User:Zeff</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9811"/>
		<updated>2006-09-02T21:35:31Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.shartak.com/profile.cgi?id=1934 Zeff] - A veteran soldier and fanatical Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
[[The Pirate Hunters]]&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9810</id>
		<title>User:Zeff</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9810"/>
		<updated>2006-09-02T21:34:00Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeff - A veteran soldier and fanatical Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
[[The Pirate Hunters]]&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=9774</id>
		<title>Talk:The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Talk:The_Pirate_Hunters&amp;diff=9774"/>
		<updated>2006-09-02T14:12:28Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you hate Pirates this much, why not join the Order of Patriots? They seem to do a pretty good job at slaughtering pirates. --[[User:Zydd Soral|Zydd Soral]] 22:05 PST August 15, 2006&lt;br /&gt;
*Let me preface this by saying that what follows is strictly my take on the matter and therefore is not official Pirate Hunter policy. The Pirate Hunters are a more aggressive group than the OP.  The OP's mission centers around keeping pirates out of York.  If a pirate isn't close to York, the OP doesn't really care. Their priority is to protect York, not kill pirates. The PH, in contrast, want to kill pirates wherever they are.  That's our main goal, though we also want to protect the outsider settlements.  While the OP stays close to York to make sure pirates don't get near it, the PH goes out into the jungle and attacks any pirate we come across, even if they're practically on top of the shipwreck.  Also, the OP seems to take its job seriously, and I respect them for that.  However, in the PH...well, we don't take anything seriously (especially not ourselves), as evidenced by Zeff's threats to attack pirates with his &amp;quot;surprisingly deadly mango.&amp;quot;  It's a different tone, and that light-hearted tone was the reason I chose to join. [[User:Black Joe|Black Joe]]&lt;br /&gt;
&lt;br /&gt;
== Alliance? ==&lt;br /&gt;
&lt;br /&gt;
Are you interested in an Alliance with the [[Shartak Rebel Forces]]? We try to keep York and the surrounding areas safe from Pirates and Natives. - [[User:Che|Che]] 02:28, 1 September 2006 (UTC)&lt;br /&gt;
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*An alliance? Of course. We will consider anyone working for the same goal as our allies. [[User:Zeff|Zeff]] 14:12, 2 September 2006 (UTC)&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=9749</id>
		<title>Suggestions:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=Suggestions:Skills&amp;diff=9749"/>
		<updated>2006-09-01T10:50:50Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Skill}}&lt;br /&gt;
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==Skills==&lt;br /&gt;
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===Planting/agriculture===&lt;br /&gt;
Both outsiders and natives with this skill should be able to plant trees (mango, banana) on fertile land. By clearing away jungle, and applying an example of the fruit of the tree you wish to plant, you could sow the seed. A tree of that type would then sprout X days later. This would open up for plantation, and help feed the villages/settlements. --[[User:DKChannelboredom|DKChannelboredom]] (2 March)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:Interesting idea, perhaps only a chance that a tree will grow, and to ensure a tree grows you have to plant a certain number of fruit of the same kind on the same block. Of course, does this mean that existing trees should occasionally die off, say if they get surrounded by 8 blocks of highest density jungle and the tree block is also highest density jungle.. maybe explained as something to do with lack of sunlight reaching the tree because of the amount of jungle around it. --[[User:Simon|Simon]] 09:47, 2 March 2006 (GMT)&lt;br /&gt;
::Why not treat existing trees and planted trees separately? My initial thought is that if I did not have this skill, I would still like the opportunity to gather resources from a dependable source. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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=== Weapon Skills ===&lt;br /&gt;
The Warrior/Soldiers class should get weapon skills, like spear skills for the warrior and rifle skills for the soldier, make the soldiers skills make the rifle have better to hit then the natives spear but the rifle requires the searching of ammo, this makes the difference between natives and outsiders warrior classes more than the blowpipe and rifle (blowpipes do 1 less damage) EDIT: I ahnotice that the outsiders do indeed have rifle training, freshly added to the wiki I guess.-- [[User:Daylan|Daylan]] 11:07, 17 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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We have been doing some research(see the talk page in character classes) and it appears that warriors are no better at fighting(unless you count 10 extra hp as being really great) than any other class, correct me if I'm wrong but if there is no warrior only fighting skill what makes them warriors and not shamans w/ blowpipes(pardon the pun but they &amp;quot;blow&amp;quot;) and +10hp? and if that is all they are how come soilders get extra skills? -- [[User:Daylan|Daylan]] 02:55, 3 March 2006 (GMT)&lt;br /&gt;
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Also, if you've got a machete and the three melee skills, there's never any point in using a blowpipe (unless you've got 1AP left and a victim with only 4HP remaining). There should be a skill that increases the chances of hitting with a blowpipe, to at least 30% - especially since you have to search for darts. Viveca Lindfors, 6 March 2006, 17:25 GMT&lt;br /&gt;
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It should be over 30% as even at that it still makes blowpipes worse than the heavy sword(which while apparently being really rare itdoesn't mean everybody can't search and find one and 5 dam 45%[2.25 dam/ap] outclasses even 4 dam, search ammo, 2ap per shot, 80%![approaxamitly 1.6 dam/ap not counting search ap] anyday, hell the heavy sword is the uberest weapon in the game![the rifle is 5 dam, 1.5 ap/shot,60%=2dam/ap not counting searching!]) I think you should at least be able to make them have the same to hit as the rifle, It would be balanced by the fact you can only load a single dart at a time(i think),they have lower damage, but you can find darts in more places (check the regular search odds page you'll see they were found in d10 jungle!) I could see this fact alone justify the lower damage and single shot load, but not the lower to hit chance. Unless of course poison darts actually poison(has anybody checked this out?) then I see why they have a low to hit, you can dart somebody, run away then they would die trying to find you, But even if they do poison, outsiders can use them too(with a skill) so I still believe native warriors should be more effective at darting then any other class to balance the superiority of rifles.But all in all problems are solved if blowpipes get some skills to raise to hit% and the heavy sword is removed for being too uber(just cause it is rare doesn't mean we all can't/won't find it!) --[[User:Daylan|Daylan]] 23:09, 9 March 2006 (GMT)&lt;br /&gt;
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Maybe there can be a skill to create blowpipe darts (with poison berries or snakes)&lt;br /&gt;
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=== Religious Devotion ===&lt;br /&gt;
Required to use &amp;quot;Holy Scriptures&amp;quot; --[[User:One of many doctors|One of many doctors]] 23:22, 16 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
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=== Jungle Skills ===&lt;br /&gt;
The jungle environment has great potential to add significant dynamic to this game. These could be a set of skills to reflect this.&lt;br /&gt;
: Jungle Lore: Player has x% chance of discovering item/artifact.  Might work in conjunction with search skill.&lt;br /&gt;
: Make/Detect Traps: Spikes, Pits etc... Not sure this is possible and what would be need to time degrade this.[[User:Nankilstlas|Nankilstlas]]&lt;br /&gt;
: Some kind of &amp;quot;hiding&amp;quot; skill where you can spend AP to conceal yourself in fauna, so you can't be seen by passersby. Visually, it could take the form of &amp;quot;reforesting&amp;quot; a block to dark green, and someone who chops through would &amp;quot;uncover&amp;quot; you, perhaps getting some XP? --[[User:Jackel|Jackel]] 19:34, 25 February 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
:: A 'trapping' skill looks like it would be exploited by greifers (surrounding someone with traps, for example), but I like the 'Hiding' and 'Jungle Lore' ideas.--[[User:Grigoriy|Grigoriy]] 02:26, 26 February 2006 (GMT)&lt;br /&gt;
:: The hiding skill shouldn't conceal you from animals or someone with the Sixth Sense, Exploration, or Jungle Lore skills, otherwise the player would be invincible.--[[User:Grigoriy|Grigoriy]] 21:15, 27 February 2006 (GMT)&lt;br /&gt;
:::Agreed, hostile animals should be able to sniff out hidden players, and Sixth Sense makes sense as well. Hidden players have to remain motionless to stay hidden, using items, searching, etc, would &amp;quot;unhide&amp;quot; the person. I was also thinking how the &amp;quot;reforesting&amp;quot; aspect could be abused to create vast areas that needed to be chopped down, so maybe a player could only hide in an already dark green area, (getting a message like ''there is not enough foliage to suitable hide in'' when trying in a cleared area) limiting its effect somewhat, and creating a little extra tension when on the run from someone and trying to find an overgrown area to hide in. --[[User:Jackel|Jackel]] 22:37, 27 February 2006 (GMT)&lt;br /&gt;
:::: I like the hiding skill, maybe with different AP required depending on jungle density.  Also, first hidden could make you invisible from 2 squares away, while hiding further would hide you from any adjacent square, and a third hide would keep you hidden on the same square unless they chopped.  --[[User:Qberry|Qberry]] 3/29/06&lt;br /&gt;
::::like the hiding thing as well, maybe it could work in that if you use it then you are only visible if they are in the same square as you? it would certainly keep you quite hidden anyway. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 15:42, 28 March 2006 (BST)&lt;br /&gt;
:i think jungle skills could be great as class specific skills, so that only some of the classes can use them like perhaps explorers. Or maybe they could made to favor native classes (due their affinity for the land and what not) more so than the outsiders, thus making gameplay more interesting.--[[User:A for anarchy|A for anarchy]] 04:19, 22 July 2006 (UTC)&lt;br /&gt;
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=== Skinning ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=This is a skill that does not have a pre-requisite. Upon coming across an area where a dead animal is present, the player is given an opportunity to skin the animal. The process of skinning costs 1 AP and has a chance of producing items such as '''Animal Hide''' or '''Animal Tooth''' or '''Animal Feathers'''. These items can be traded to an NPC found in villages and exchanged for Gold Coins. This skill should be available to all classes to grant them all with an equal opportunity of earning Gold.&lt;br /&gt;
* Extend skinning to killed players? No, that's just wrong. We are civilized.&lt;br /&gt;
* Make skinning have a pre-requisite of '''Exploration'''? Perhaps.&lt;br /&gt;
* Make skinning always produce an item, rather than chance? No, I like a good challenge.&lt;br /&gt;
* Perhaps it could be tied to the Meat suggestion? Possibly.|&lt;br /&gt;
suggest_time=21:48, 23 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
* Good idea, perhaps natives don't have a pre-requisite, but outsiders need exploration?  *cough* --[[User:Grigoriy|Grigoriy]] 02:12, 26 February 2006 (GMT)&lt;br /&gt;
** While that may be a more realistic way to handle it - since natives would conceivably be more experienced with such matters - I think that changing the skill tree for such a minor skill would upset the general sense of game balance between the two sides. --[[User:Lint|Lint]] 02:43, 26 February 2006 (GMT)&lt;br /&gt;
&amp;lt;!-- COMMENT **ABOVE** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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=== Animal Spirit ===&lt;br /&gt;
(native only)  Upon gaining this skill, an animal type is associated with the player.  Any attacks by the player on that animal result in negative xp, but the animal is less likely to attack the player.  Additionally, if the player dons the skin of the animal (perhaps via the Skinning skill) then a bonus is given to the player, such as faster movement, hit bonus, damage bonus.  Bonus could be dependant on animal.  Upon player death, there is a chance the player's animal spirit will change.  --frisco&lt;br /&gt;
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''Comments''&lt;br /&gt;
*Suggestions like this usually make me cringe. Can't really explain why. Could you elaborate, though, on the bonuses gained?--[[User:Wifey|Wifey]] 17:06, 3 May 2006 (BST)&lt;br /&gt;
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=== Build Training ===&lt;br /&gt;
(Outsiders only) They gain the ability to build walls around the outsider settlements. There would be different levels like reinforced, light, massive, etc. Whoever can attack them and destroy them. Maybe there would be a skill for building gates? --[[User:One of many doctors|One of many doctors]] 03:33, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Natives should be able to make walls too - think King Kong, plus if there are native ruins on this island, then they must still have some decent construction knowledge lingering around.  However, Outsiders should have an &amp;quot;Advanced&amp;quot; skill that allows for stronger walls. --[[User:Frisco|Frisco]] 04:41, 1 March 2006 (GMT)&lt;br /&gt;
:Yes, any human should be able to build, and they should ONLY be able to build in certain areas, so as not to have some group lay claim to a section of the island with key resources (assuming there are some). Also, it should take a LOT of AP. --[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
* If this is implemented, would there be holes/platforms to fire from? If so, there would need to be an alteration in rifles and blowguns, as those can be fired from said platforms, or they can be fired at defenders on said platforms.  Initially, at least, it would be probably be best if the stockades acted like UD barricades.  Those inside can't fire without going outside, but are safe until those outside break down the barricades. --[[User:Black Joe|Black Joe]] 12:41, 11 July 2006 (GMT)&lt;br /&gt;
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=== Trap Laying ===&lt;br /&gt;
(Native only) They can place one time use traps that dmg outsiders only. This skill can only be used in the jungle. Maybe a skill to be able to detect traps? --[[User:One of many doctors|One of many doctors]] 03:36, 1 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Again i'm thinking Outsiders could make traps too - some of them must have been hunters in the Old Country - but perhaps an Advanced skill for natives, leading to higher success rate, since they are more used to the environment.  This skill seems dangerous, though, possibly leading to clans just laying traps in every single square of jungle, making it ridiculous for the other side.  Perhaps a trap can only be made in certain jungle types, and only lasts until the jungle changes in level (either growing up naturally or down by the same character type chopping it). --[[User:Frisco|Frisco]] 04:53, 1 March 2006 (GMT)&lt;br /&gt;
:This was already proposed in the &amp;quot;jungle skills&amp;quot; section. I agree, it seem too easy to abuse by griefers.--[[User:Jackel|Jackel]] 00:18, 2 March 2006 (GMT)&lt;br /&gt;
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===Comment Cartography===&lt;br /&gt;
Applies to Natives &amp;amp; Outsiders, most likely best applied only to the classes, scouts &amp;amp; explorers. I am thinking that it would be great to get more out of the map. This skill would allow those who have it to be able to add a limited number of short comments to their maps. These comments could work as references so as to be able to use the map to help find points of interest at some other time. I could see this probably difficult to implement, but perhaps it could work in that one could click in a quadrant on the map which would reload the page and allow you to add a text comment / description to a form. This text comment on a save would place a reference number on that quadrant of the map and the text would be listed to the right or below the map with accompanying reference number. -- [[User: fitzcarraldo|fitzcarraldo]]|&amp;lt;sup&amp;gt;[[User talk:fitzcarraldo|T]]&amp;lt;/sup&amp;gt; 17:05, 5 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
*This is a great idea, I am not an explorer/scout but I am all for class-specific skills, that are in character, because as of right now there aren't too many differences(which I'm guessing will change.-- [[User:Daylan|Daylan]]00:37, 10 March 2006 (GMT)&lt;br /&gt;
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*I think this is a great idea too, and very much the way a real cartogragher would operate, making small notations as they explored and surveyed.--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
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*I've been spoiled by the GPS and haven't really found myself lost enough to need this skill. However, with the random revival change I can imagine that getting lost in the jungle is becoming frequently more common for new players. I had a difficult time accepting the point-and-click location feature. I'm not sure how that could be handled simply. I also considered allowing the player to input X and Y coordinates directly, but that seemed out of character for Natives. One possibility that I settled on was a simple &amp;quot;Add Location&amp;quot; button on map.cgi to document the current location. It would change that map.cgi square to a different color and prompt the player to input a description. Ten location points with unique colors and descriptions will be listed under the map to serve as a key. You could either make this listing a queue (pushing out the oldest entries) or locked at 10 until one of the locations are deleted by the player. --[[User:Lint|Lint]] 09:01, 11 May 2006 (BST)&lt;br /&gt;
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=== Revive skill ===&lt;br /&gt;
Applies to doctors and shamans, a skill to revive spirits, would require Sixth sense (obviously). It is simple enough premis: a skill that revives dead players similar to the regular shamans instead of requiring them to go to town shamans, the revive players aren't as skilled at the craft so the revived players would have only 80% of there hp when revived by other players. --[[User:Daylan|Daylan]] 00:43, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* Does raise a risk of multi-abuse, but I agree that player shamen should have this ability. Maybe it requires a special powder or item in order to do?--[[User:Jackel|Jackel]] 00:49, 10 March 2006 (GMT)&lt;br /&gt;
* I am trying to think of some cost right now but can't decide. I do know that the xp gain rate should be comparable to fighting(and healing when there are more players) so players will want to be a revive player. --[[User:Daylan|Daylan]] 01:41, 10 March 2006 (GMT)&lt;br /&gt;
*I don't like the idea of Doctors getting the ability to revive the dead, but that's definitely within the rights of a shaman. Sixth Sense as a requirement, and you must be standing in the same area as a spirit. Give either a 100% chance to work and a relatively high AP cost (10?) or a lower chance to work and lower AP cost. Blam. There you go. Player shamans can now do their part.--[[User:Wifey|Wifey]] 07:18, 28 March 2006 (BST)&lt;br /&gt;
*Haven't been around in a bit..... anyways I was just thinking that it seems mighty easy to get levels by &amp;quot;camping&amp;quot; the &amp;quot;enemy&amp;quot; shamen and getting hordes of xp and tonnes of native/outsider kills this seems like an exploit of the current system of revives. If a player aided revive method is put into place the main shamans should be removed, or you can only be revived by your home shaman by the call shaman(or whatever it is called) button to prevent this xp farming. I thought of this because my level 3 pirate has got all his xp from doing this and it is mighty easy and with the Ubermap and stuff it is even easyer to do, though pirates will need a way to get revived by there own.....lol I just realized I put doctor instead of scientist doctor=scientist - [[User:Daylan|Daylan]] 02:51, 4 April 2006 (BST)&lt;br /&gt;
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===Polymorph===&lt;br /&gt;
Requires Animal Spirit.  Allows character to take the form of an animal.  Perhaps one skill per animal, and each transform requires the use of an (AP expensive) animal mask.  Upon transforming, people around you cannot tell it is you.  If you die as an animal, you turn back to human, having lost half the HP the animal lost.  To allow polymorph for outsiders, maybe a skill like &amp;quot;Ancient Reading&amp;quot; with the presumption that this allows them to read the right glyphs in the ruins would give them the ability to learn this skill. --[[User:Frisco|Frisco]] 03:52, 10 March 2006 (GMT)&lt;br /&gt;
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''Comments''&lt;br /&gt;
* I like the idea of having some kind of weird supernatural kind of skill for the natives...  But, I think that if you get killed while in animal form, you should be dead and have to seek the assistance of a shaman.  Because all the natives would do when logging out is morph into an elephant.  That's a boat load of HP for someone to whittle down and kill, only to have the human pop out and have to be hacked away at.  Granted, nobody will KNOW outright that the person has assumed the guise of an animal.  Would you propose that if someone &amp;quot;kills&amp;quot; the animal form they get the XP bonus of killing an animal?  -- [[User:Schmeckel|Schmeckel]] 06:09, 11 March 2006 (GMT)&lt;br /&gt;
*Special masks that turn you into animals? They'd need to be quite hard to make, maybe special wood from a certain type of tree, a bit of the animal and something to stick it together. It'd have to be harder to get the ones for better animals. [[User:MorkaisChosen|MorkaisChosen]] 12:19, 11 March 2006 (GMT)&lt;br /&gt;
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===Will o' the Wisp===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition|&lt;br /&gt;
suggest_scope=Spirits (all classes)|&lt;br /&gt;
suggest_description=Will o' the Wisp (can't think of another name) is a potentially simple skill to give a little more incentive to play as a spirit for a bit. It is a sub-skill of '''Ghostly whisper'''. If a player possesses this skill, then as a spirit they will have an option to &amp;quot;Wisp&amp;quot; for 30 AP. Wisping operates on a similar mechanic as the Flare guns and Feeding groans in Urban Dead. Any players posessing '''Sixth Sense''' within a 5x5 range of the spirit will be informed: ''A faint flicker of light catches your eye (x blocks east/west), (y blocks north/south). (timestamp)''.&lt;br /&gt;
&lt;br /&gt;
This skill also has the potential to stack. More spirits on the same square will produce a brighter effect. Possibly in base 5. Ranging from faint flicker, slight illumination, to brilliant flash.&lt;br /&gt;
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Fixes that I made last minute: reduced the Wisp range and upped the Wisp cost in an attempt to reduce spamming, also making Sixth Sense a prerequisite for recognizing Wisps as it would otherwise nerf the skill to a degree.|&lt;br /&gt;
suggest_time=07:53, 25 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&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 like it. The AP cost might be a bit on the high side, but there may be other alternatives to reduce spamming. --[[User:Simon|Simon]] 10:44, 25 March 2006 (GMT)&lt;br /&gt;
* What's the point of it? Or is there something I'm missing? I mean, is it just to light up for kicks? Wll o' the Wisps in folklore always attempted to lead travellers into dangerous parts of bogs, where they would find their doom. Since that isn't really an option (and since people, noticing this, would just stop paying attention to them), is there any practical use for this? Still neat, if there isn't, but better if there is.--[[User:Wifey|Wifey]] 07:25, 28 March 2006 (BST)&lt;br /&gt;
** As a Shaman with Sixth Sense, I've only come across 1 spirit. I sought a means to encourage the realm of the living and the dead to interact more. It is admitedly mostly aimed towards flavor and roleplaying than mechanics. The most practical application would be to attract people to revive points (in the possibility that they are created). In retrospect, I now see that this suggestion overlaps with the '''Haunting Scream''' description to a fair degree. --[[User:Lint|Lint]] 08:33, 28 March 2006 (BST)&lt;br /&gt;
::* Does it overlap? I haven't seen a Haunting Scream in action, yet. I'm all for flavor and RP skills, I just doubt that people woud bother with them too often without some mechanical benefit, which would be a shame. I'll admit, though, that I hadn't thought of attracting shamans to get yourself revived.--[[User:Wifey|Wifey]] 06:48, 29 March 2006 (BST)&lt;br /&gt;
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===Construction===&lt;br /&gt;
construction points, would be implemented and would act like exp, but players earn it by setting up camp, ex: 5exp everytime a player sets up his/her cabin, costs 10ap to set up, to keep from spamming and getting free exp.&lt;br /&gt;
*'''construction'''allow players to build 1(one) single hut per GAME that is collapsable, non collapsable, players out in the jungle would have to cut down the jungle to re-construct the hut&lt;br /&gt;
this would give players a reason to stay out in the jungle,&lt;br /&gt;
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simply what it says, first off, we could/should have different buildings because i find it annoying to have to look around at the same picture not knowing where the trading post is. im implying that new icons be put in for huts, like the pirate ship, have different pictures, ex:&lt;br /&gt;
there is an armory hut, it's icon would be a hut with a silver tip/ sword on the roof&lt;br /&gt;
and etc...&lt;br /&gt;
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SKILLS:&lt;br /&gt;
*'''hut maitenance'''&lt;br /&gt;
can change hut 1(one) time into another kind of hut ex: armory hut, extra chance of finding wpns etc&lt;br /&gt;
**'''cupboard''' accesible inventory in hut that players can &amp;quot;lock&amp;quot; and recieve a &amp;quot;key&amp;quot; item, other players could break open the &amp;quot;lock&amp;quot; for x amount of AP&lt;br /&gt;
*'''bed''' players in hut are shown the &amp;quot;get into bed&amp;quot; option which heals 2 hp every hour they arent logged in&lt;br /&gt;
**'''fluffy bed''' heals and extra 1-2 hp&lt;br /&gt;
*'''running water'''&lt;br /&gt;
if the hut is within x amount of squares to water, they can refill gourds and bottles (i think someone suggested we keep empty bottles, this would require that to be implemented)&lt;br /&gt;
*'''fire-pit''' players can cook meat (as suggested, only used if implemented)&lt;br /&gt;
*'''craftmanship'''players can see the hut's creator, ex: Richard's Hut, if skill isnt aquired, players see the hut as &amp;quot;dishevelled hut&amp;quot; or &amp;quot;ragged hut&amp;quot; etc.&lt;br /&gt;
*'''hut upgrade 1''' hut is given one extra ring of squares&lt;br /&gt;
**'''hut upgrade 2''' hut is given extra floor&lt;br /&gt;
***'''hut upgrade 3''' hut second floor is enlarged, door locks are given&lt;br /&gt;
****'''hut upgrade 4''' hut is given a basement&lt;br /&gt;
&lt;br /&gt;
the use of hut upgrades is to help people hide, when upgrade 3 is given, and locks are attained, players can &amp;quot;lock&amp;quot; their houses up, requiring a devastating amount of AP to open, suggesting around 60-70 AP&lt;br /&gt;
&lt;br /&gt;
*'''house trap 1''' spike trap, inflicts 1 wound&lt;br /&gt;
**'''house trap 2''' heavy spike trap, 1 wound and 3 dmg&lt;br /&gt;
*'''house trap 3''' blast trap, 7 hp&lt;br /&gt;
**'''house trap 4''' heavy blast trap 14 hp&lt;br /&gt;
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traps are triggered upon breaking into a house, players can attain a new skill:&lt;br /&gt;
*'''lockpick''' breaking in only costs 30 AP&lt;br /&gt;
with this skill, traps are disabled&lt;br /&gt;
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*'''animal cage'''&lt;br /&gt;
if animal trapping were implemented, then this would keep them from running away when u died,&lt;br /&gt;
**'''animal care''' animal care section of the house, determining your pet's status ex:&lt;br /&gt;
Richard clicks the button &amp;quot;give pet food&amp;quot; mr whiskers smiles and gobbles it up. it could also just be flavor text, and a way to get rid of meat.&lt;br /&gt;
*'''attack animal'''&lt;br /&gt;
player buys skill animal now acts like trap, player types in names of people allowed to be in house, anyone not on the list is attacked by animal, animal is treated as &amp;quot;wild&amp;quot; to intruders, as per, it will follow them several blocks away from the house before returning, and can be killed, but is also agressive no matter what breed. ex: mr.parrot attack john doe for 2 dammage and returns home.&lt;br /&gt;
**'''rabidity''' animal is now &amp;quot;rabid&amp;quot; and has a 20% chance of &amp;quot;infecting&amp;quot; (wound) the intruding player&lt;br /&gt;
&lt;br /&gt;
other tidings can be added, ex:&lt;br /&gt;
*'''taxidermy''' players can pick up dead bodies and mount them in their house ex:&lt;br /&gt;
in the second story of richard's hut is a grey elephant head, mounted on oak&lt;br /&gt;
&lt;br /&gt;
my finale,&lt;br /&gt;
*'''garden''' allows players to plant a tree/ bush 1 square away from their house, planting requires, 5 of the said fruit and the plants disappear when the hut is packed up, players also have the ability to &amp;quot;kill&amp;quot; the plant and re-grow a different one.&lt;br /&gt;
**'''green thumb''' allows players to garden for only 3 fruits&lt;br /&gt;
**'''verdant thumb''' allows players to change to growths around their house, ex: a house surrounded by dirt can be changed to light undergrouwth or heavy forest&lt;br /&gt;
**'''spade''' allows player to dig a &amp;quot;cellar&amp;quot; 1-3 squares away from house to &amp;quot;hide&amp;quot; or store items.&lt;br /&gt;
skill also allows players to loacte any tunnels within 5X5 of the checked area. players can only check within a 3X3 area around the house&lt;br /&gt;
&lt;br /&gt;
house experience does not raise everytime a skill is bought, but the price is set at 100-200 (your choice)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;comments Below&amp;quot;&lt;br /&gt;
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Sounds like it would be a  good idea if the island was bigger but otherwise a 3x3 would be gigantic if everyone had one--[[User:Slith|Slith]] 21:40, 29 March 2006 (BST)&lt;br /&gt;
*not really, but the huts are still the same single square size on the outside, it is the inside that changes. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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I think it would be better to implement this skill while implementing clans - i.e. having clan camps.  One way to implement this would be to establish camp/ a hut automatically when a certain number of players from a given clan stand on a single square.  This would reward organization and prevent individual players from spamming.  In addition, I think that having all those additions as skills is unnessacary.  I just adds uneeded complexity.  Again, clan based operation seems to be the best way to do this.--[[User:Gandhi|Gandhi]] 00:47, 31 March 2006 (BST)&lt;br /&gt;
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===Plunder===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_time=07:15, 30 March 2006 (BST)|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates|&lt;br /&gt;
suggest_description=So. Pirates have been added, at long last. We all love pirates. They're swarthy, greedy people. Like mobsters, only with eyepatches, bandanas, peg legs, parrots, and the clap. There's something lacking in the pirates on Shartak, though. To get a better idea of this, let's look at the check list.&lt;br /&gt;
&lt;br /&gt;
[x] 1. Pirate ship&lt;br /&gt;
&lt;br /&gt;
[x] 2. Swarthy attitude&lt;br /&gt;
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[x] 3. Pirate lingo&lt;br /&gt;
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[x] 4. Murder&lt;br /&gt;
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[ ] 5. Plunder&lt;br /&gt;
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Aha! So we've identified the problem: a distinct lack of plunder. For this reason, I've come up with the idea for a plunderin' skill. Now, when you kill some poor sap, you take one coin out of his inventory per level--his level, that is. This keeps it a little balanced, in that you won't be taking away the life savings of some poor little level 1 when you kil him. Unless he happens to have only 1 coin, but that's neither here nor there. Now, of course, if you kill a level 5 who only has 4 coins, you'll only get those 4 coins. If he has 6 coins, however, you'll only get 5 of them.&lt;br /&gt;
&lt;br /&gt;
Is it overpowering pirates to give them this class-restricted skill? Not really. I mean, despite being a combat class, they can't really get any good with rifles. Pretty much all of their kills are made with a cutlass. And what's the real usage of the gold coins? Typically, to buy ammunition. Obviously, the pirates won't be using it on that, as they're terrible shots. They'll just buy themselves some medical supplies, some back-up weapons, and hoard the rest. I can't say I know that many players who hold onto the coins, anyways, though I'm sure there must be some. Still, they generally tend to be spent pretty quickly. Really, I just think that this could lend pirates a little more depth; sure, they're fellow outsiders, but can you trust them? How quickly will they cut your throat for you wallet?&lt;br /&gt;
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So... Thoughts? Agreement? Death threats?|&lt;br /&gt;
suggest_author=[[User:Wifey|Wifey]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*'''Keep/Change''' (Yarr) I agree that this fits with theme and perhaps rightfully rewards Pirates in that they do not have a Trader NPC at the shipwreck (at least that was the case when I left it several days ago). And I'm glad that this is being presented as a purchasable skill (I believe?) rather than an inherent one.&amp;lt;br&amp;gt;I do generally follow one of the basic tenets of UD - &amp;quot;Don't &amp;lt;del&amp;gt;Tread On Me&amp;lt;/del&amp;gt; Mess With My Inventory!&amp;quot; But gold appears to have become fairly plentiful with the Trader NPC; having more gold than your current level is a fairly easy feat and losing gold won't lead to an entirely unpleasant gaming experience. However, I would like a few more mechanics set in place to minimize the avenues to zerging, griefing, and general abuse that this suggestion would open up.&amp;lt;br&amp;gt;The only simple amendment I can think of may be to give '''Plunder''' a percent chance of success. Perhaps allowing for degrees of advanced plundering skills. --[[User:Lint|Lint]] 20:07, 30 March 2006 (BST)&lt;br /&gt;
**'''RE:''' A very good point. Very good points from both of you. I had thought of a % chance when I was originally writing the suggestion, but I realized that the nwe'd be dealing with an X% chance to get Y% of the other player's coins, and I thought it might be a little more work on the server than necessary. I thought, perhaps a chence of getting only 1 coin, but that seemed just silly. Perhaps we could limit the pirate to only 1 plunder per day (or maybe a few more, if people feel that 1 is too few)? For example, if you killed John Smith the level 1 Explorer and took 1 coin from him, then killed Mr. Moneybags the level 16 with more coins than you can shake a stick at, you would get no coins from him. If you were to wait a day, though, and kill Mr. Moneybags ''then'', you would get 16 coins--and no more from anyone else for the rest of the day. Additionally, you would not be able ot get money from the same person twice in a row. So if, after killing Mr. Moneybags and taking half of his coins, you killed him the next day, you would get none. You might as well have gone for poor little John Smith. That eliminates griefing, and all it would need to do is keep track of the ID of the last person you killed, checking it the next time you kill someone 24+ hours later..--[[User:Wifey|Wifey]] 23:29, 30 March 2006 (BST)&lt;br /&gt;
*i agree with both of them, and with you, id love to see this flavor added, and the trader NPC at the pirate camp has yet to be found, so they would have to go to another village to use it. the closest village (where my pirate is) is dalpok, which, is, as you know native. this hostility would mean pirates would REALLY have to work to hoard medical supplies and weapons, thusly this would be well balanced. i also want to discuss the % success rate. as pirates are VERY good at &amp;quot;plundering&amp;quot; the % chance success rate should start at a reasonably high %, such as 50% and above. as putting it any lower would simply be ridiculous. there could be several level ups to raise the % but if there are no advanced levels then i suggest putting the starting % at around 75%. --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
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*'''Plunder''' could be made a search skill (concievably the second skill in the plunder grouping). Rather than having it be merely equivalent to scavenging the plunder skill could only be used in villages (it wouldn't matter if they were native or outsider villages). Scavenging could similarly be changed to a jungle-only skill. Repeatedly plundering a square would deplete it much like chopping down a square of jungle, and squares would replenish over time much the same way. Whether this affects the search odds for other players is open to debate. I'd hate for the pirate class to be burning every other class in the game by plundering all the villages to the point nobody could find a rifle.&amp;lt;br&amp;gt;The odds of finding a broken item should increase while plundering. The more refined the item the greater the chance it would be broken when a pirate plunders it (GPS, first aid kits, rifles, dart guns and any other delicate manufactured items to come being more likely to be broken). It would give people on the island something to do other than filling out the map and hunting game. Since we could then expect groups of pirates moving from village to village it would also increase player interaction (violently or otherwise). Having a wider range of broken items could necessitate a repair skill for players or a similar service that could be provided by a trader adding another level to the game's economy. -[http://www.shartak.com/profile.cgi?id=242 Tyler Whitney]&lt;br /&gt;
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*With the new &amp;quot;stuff breaks/crit hit&amp;quot; along with traders gold has a major use, instead of searching for that cutlass(or machete both break) you can go trade your hard earned gold coins for a weapon, why stop at just coins? pirates could get this skill and should just take away 1 random item (any item) plus a few gold coins, as we all know pirates didn't just take gold they took anything of value. Though level ones should be completly immune to this and the maximum value of the item you take(based on how many gold coins it takes to trade for the item) should be equal to there level, or some other method all I know is items should get stolen along with coins, you can only get killed once (as of right now) before going back to a village so it doesn't do too much, I mean 1 item? even if it was my machete(whom I call Mary) I wouldn't mind, sure my ghost would scream and haunt the bastard who took her away from me that would just add a new level of fun to the game. As a native(with a pirate alt) I support this skill, though it would entail a new top ten richest in the statistics page so the pirates would know who to hunt.... mwahaha -[[User:Daylan|Daylan]] 03:09, 4 April 2006 (BST)&lt;br /&gt;
**Now there's an interesting idea. Perhaps, though, there should then be a hierarchy of items in the eyes of a pirate? For instance, you take 1 item (which might be a gold coin) and one gold coin on the side. The gold coins on the side would increase with one's level. What would the item be, though? Probably first would be a gem. They're shiny and valuable--a pirate's favorite words (aside from &amp;quot;Arrrr!&amp;quot;)! Next? A gold coin. Not enough coins? Probably a cutlass or machete. None of those? Rifle. No? Rifle bullet, then. None of those, either? Probably go with a first aid kit. Ah, but those are out, too? Bottle of water. And so on down the list. Bottle of water -&amp;gt; bottle of rum -&amp;gt; gourd of water/banana/berries -&amp;gt; knife/dagger. I doubt a pirate would bother with a blowgun or darts, nor would he yearn for his enemies' driftwood. Once again, just throwing an idea out, though.--[[User:Wifey|Wifey]] 06:28, 4 April 2006 (BST)&lt;br /&gt;
*** To a Pirate, Rum would be more interesting than Water...[[User:MorkaisChosen|MorkaisChosen]] 11:40, 28 May 2006 (BST)&lt;br /&gt;
**I think plundering items crosses into making this skill much to powerful. It lessens the need for the Pirate class to spend AP searching. They may lose a cutlass or two choppping another player to bits, but then they earn a machete in the kill and can continue on their way. Gold coins can be argued to be powerful, but the lack of a Trader at the shipwreck means they have to make their way to other Villages in order to spend them. After some further thinking, I feel that there should be a plundering cap of 10 coins regardless of level (otherwise it would be unfair to classes with class-specific skills that make them a higher level than others). And it is random chance after the kill produces no coins or some coins or all coins. If the player doesn't have enough coins, the Pirate plunders what he can and is given extra flavor text to reward them on their evil little victory. &amp;quot;Yo ho ho! You have taken all (Player)'s booty.&amp;quot; --[[User:Lint|Lint]] 07:00, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*Plunder sounds nice.  How about this formula: a pirate's chance of plundering someone equals 4 times the pirate's level minus 2 times the victim's level and always returns the lesser of half the victim's level in gold (rounded down) or all the victim's gold.  In other words, if a level 10 pirate plunders a level 1 scientist with 10 gold, the pirate has a 38% chance of getting 0 gold, and if a level 10 pirate plunders a level 13 warrior with 2 gold, the pirate has a 14% chance of getting 2 gold.  This simulates higher level non-pirates being more adept at hiding coin purses on their body, and prevents griefing on newbies.  I agree with above comments that plunder should be a one time immediate event upon killing a character, based on a percentage chance, and limited to gold - anything else makes the skill too complex and/or powerful. --[[User:Frisco|Frisco]] 13:39, 4 April 2006 (BST)&lt;br /&gt;
*I wouldn't support this unless pirates could be plundered ''from'', too, which kind of defeats the point. It's not like pirates are a weak class; the shipwreck has a trader now, and they start with 65 HP. I really like being able to count on having a static inventory while I'm logged out, and I think &amp;quot;Yarr, a pirate has killed you and plundered 1 gold coin&amp;quot; would get old very fast. I think it'd be quite cool if pirates were healed by 1 HP more for drinking beer or rum, but taking gold from their kills is too much. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 16:42, 28 May 2006 (BST)&lt;br /&gt;
*Yarr and Keep. I say this is a good addition. I believe all the classes should have some skill specific to them. I have a pirate and a scientist, and neither of them have anywhere special go to in terms of skills, thus making the distinction of them being scientists and pirates useless. Especially the scientist... 10 gold coins? What the? --[[User:Rip Purr|Rip Purr]] 10:53, 30 May 2006 (BST)&lt;br /&gt;
*Would it damage game balance much to have the pirate gain gold as described, but ''without'' taking gold from the victim?  That way we have the benefits of the skill, without the annoyance of losing your gold.  And it wouldnt be an easier way to get money than searching in huts, so it shouldnt unbalance the game too much.  --Gitboy 17:26, 3 July 2006&lt;br /&gt;
*I like the idea of plunder, and given that pirates don’t have class specific skill it would only be fitting to have it as our first. Rather then trying to create overly complicated system for plunder we should just follow in the tradition of final fantasy more specifically making plunder into a 3 level skill much in the vain of steal (a small chance of taking a random item from opponent’s inventory (maybe 5%)) rob (a greater of chance than the above (10%)) and finally mug (the same chance rating as “rob” with the addition of damage if successful(something like 2 or 3).--[[User:A for anarchy|A for anarchy]] 04:13, 22 July 2006 (UTC)&lt;br /&gt;
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===Diagnosis===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Shaman and Scientist|&lt;br /&gt;
suggest_description=This is an attempt to create additional variety within the classes. Diagnosis would be a sub-skill of Triage available only to the Shaman and Scientist classes. It behaves much like Triage does, but it would detect Shark Bites and other possible future maladies and status ailments. Shark Bite victims could be identified with an asterisk next to their name.&amp;lt;br&amp;gt;&lt;br /&gt;
I believe that this skill's net benefits will be minimal. It would fit with the theme of the class, while not over-powering them. I also believe that since this is a sub-skill, that there should be additional class-specific skills for Shamans and Scientist.|&lt;br /&gt;
suggest_time=18:21, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* If Triage truly only does reveal one person's HP then the skill tree should be expanded for Advanced Triage as well. Where Advanced Triage would display the HP of everyone in the current area - rather than just the most wounded. --[[User:Lint|Lint]] 01:55, 29 April 2006 (BST)&lt;br /&gt;
* Corrected usage of Doctor. I hope that this skill can still be considered in-character for Scientists. --[[User:Lint|Lint]] 23:11, 11 May 2006 (BST)&lt;br /&gt;
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===Alchemy===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill addition, class-specific|&lt;br /&gt;
suggest_scope=Scientists|&lt;br /&gt;
suggest_description=Allows Scientists to convert seemingly useless items (such as driftwood) into valuables such as a gold coin. Another possibility is crabs into gems (don't ask). This would, of course, cost about 25 AP per use. This would give Scientists a key role in the game because they would be needed to convert intems.|&lt;br /&gt;
suggest_time=23:24, 8 April 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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*While I like the basic idea of this, it should be limited a little. That said, I don't know how one would appropriately limit its use. Perhaps you could turn a bottle of rum into a more refreshing bottle of water? How, precisely, would you envision the implementation of this?--[[User:Wifey|Wifey]] 01:18, 10 April 2006 (BST)&lt;br /&gt;
*I like it! It gives us something unique to do as scientists! Would you make it so you turn a specific useless item into a specific useful item, or what?[[User:MorkaisChosen|MorkaisChosen]] 15:24, 10 April 2006 (BST)&lt;br /&gt;
**I imagine that eventually every class will have atleast one unique skill to separate it from the others and give a reason for choosing that class. --[[User:One of many doctors|One of many doctors]] 01:30, 11 April 2006 (BST)&lt;br /&gt;
*I could accept this if it was presented differently. As it stands, it sort of conflicts with my expectation that the Natives are the more mystically-inclined and the Outsiders are more advanced technologically. I just don't envision men and women of science practicing alchemy. I have no objection to the scientist manufacturing items, but not in this manner. --[[User:Lint|Lint]] 03:37, 11 April 2006 (BST)&lt;br /&gt;
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===Spirit Substantiation===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Sprits (all classes)|&lt;br /&gt;
suggest_description=The spirit has learned to partially substantiate its form, becoming more physical, and can now float on the winds to move at double the normal rate (i.e. .5 AP per move), but only in the direction that the wind is blowing.  Note that this requires the game element of wind, which can either be a uni-directional constant (e.g. always blows west) or changes over time (perhaps dependant on location?).  If wind direction changes, the game's user interface will need a mechanism to display wind direction, either via game.cgi or added to map.html.&lt;br /&gt;
&lt;br /&gt;
This could be the first in a series of new spirit skills.  I see the aforementioned Will o' the Wisp being under this tree, as well as another skill to move .3 AP per move but still only in the direction of the wind. Perhaps some poltergeist type skills can be added as well - allow dead pirates to plunder, any spirit to write messages, any spirit to still map out the area, etc, etc.&lt;br /&gt;
|&lt;br /&gt;
suggest_time=16:40, 14 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Frisco|Frisco]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice idea, what would happen to moving against the wind? Would that then require 2AP and 1 AP to move at 90 degrees to the wind direction :) --[[User:Simon|Simon]] 17:33, 14 April 2006 (BST)&lt;br /&gt;
** I was thinking of substantiation as being a conceptual (not a user toggle switch, something the game system automatically determines) on/off capability of the ghost, so the ghost could have no form and thus no penalty for moving into the wind, then take form and move with the wind.  But that's mostly because i don't like the idea of skills that negatively affect a character.  I definitely think wind should adversely affect other things, like pigeons taking longer to deliver if the recipient is upwind.  It's all more math for you! --[[User:Frisco|Frisco]] 17:49, 14 April 2006 (BST)&lt;br /&gt;
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===Marksmanship===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill modification and new skill|&lt;br /&gt;
suggest_scope=Anyone who uses a ranged weapon|&lt;br /&gt;
suggest_description=A few problems that I see with regard to rifle use: 1) Non-soldiers' extremely low maximum rifle accuracy making rifles useless to non-soldiers, 2) Loading rifles takes up a tremendous amount of AP since it costs one AP to load one bullet, leading to a very low damage-to-total-AP-spent ratio, 3) A closely related problem to #2 is the fact that people are carrying around 20 or 30 rifles/blowpipes, which is ridiculous and unrealistic, and a by-product of the AP cost to load. I dont know if the following idea for a solution to both of these problems can realisitically be implemented, but here goes: Change the Advanced Rifle Training skill to make loading rifle bullets cost 0 AP (advanced training would thus mean the abiliy to load rifles very easily and quickly, as opposed to untrained people who take much longer. We are in the time period when it took a long time to load rifles after all). Institute a new skill called Marksmanship in the firearms skill tree, which gives +__% rifle accuracy &amp;lt;s&amp;gt;(I would say +30%). Let marksmanship be a skill that can be acquired by anyone, while rifle training and advanced rifle training remain soldier-exlcusive. If Marksmanship gives +30%, it will improve non-soldiers' maximum accuracy from 20% to 50%, knocking out problem #1 above. Soldiers with the entire proposed rifle skill tree would have max accuracy of 70% and would not have to waste an AP to load, knocking out problem #2. Natives would get the same changes for blowpipe&lt;br /&gt;
note: It might be better to have two skills, Marksmanship and Expert Marksmaship, each giving +15% accuracy, and possibly make these two a seperate skill tree. If they were in the rifle training tree, they would have to come after the two rifle training skills, but non-soldiers cannot get rifle training, so it would look awkward.&amp;lt;/s&amp;gt;&lt;br /&gt;
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'''NOTE: [[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Revised proposal and statistical analysis of current vs. proposed damage-to-AP ratios, click here]]'''|&lt;br /&gt;
suggest_time=05:34, 13 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*From a gameplay point of view, i don't see that guns/blowpipes need to be any stronger.  It's already possible to take someone out in one go, why the need to kill quicker?  The proposed change means with one gun and a full load of bullets, one soldier in one day causes an average of 75 * .7 * 4 = 210 HP damage - that's 2.4 pirates with stamina, or 4.2 beginner shamans.  It would make the game a lot less fun to be able to die that much quicker and that much more often. Maybe i wouldn't object as much if these old school guns were also subject to backfiring, causing them to blow up in the owner's hands and resulting in owner HP loss and gun destruction (similar to machete/cutlass blade snapping).  By the way, elsewhere there's been debate on the timeperiod of the game since we also have GPS units. --[[User:Frisco|Frisco]] 20:00, 13 May 2006 (BST)&lt;br /&gt;
::You are calculating ''combat'' damage-to-AP ratio, the proposed modification of the advanced rifle training skill would not affect combat-damage-to-AP ratio very much (it would affect it not at all for people with lots of rifles), it would only affect the rifle's currently very low total overall damage-inflicted-to-AP-spent ratio. (With 28 fully-loaded rifles a soldier can already kill two 85-HP pirates in only 56 AP.) The rifle's total-damage-to-AP ratio today is 0.48 by my calculation, the machete's is 1.35. With the proposed changes, the maximum total-damage-to-AP ratio for a rifle-wielding soldier would be 0.7 (still far lower than machete). Non-soldiers max rifle total damage-to-AP ratio would improve from 0.16 (weaker than a level 0 character with a blunt machete) to 0.4. I like your suggestion of rifles possibly blowing up too, Simon should definitely consider that. [[User:Arminius|Arminius]] 20:28, 13 May 2006 (BST)&lt;br /&gt;
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*I'm not sure how I feel about the skill yet, but I will correct you, Frisco, in that the GPS unit is not an adequate argument about the game's time period. Simon has already said that he doesn't like the name &amp;quot;GPS Unit&amp;quot; because it is anachronistic, and was considering another one.--[[User:Wifey|Wifey]] 01:03, 14 May 2006 (BST)&lt;br /&gt;
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* I don't quite see why rebuilding the skill tree is necessary. You could accomplish the same thing by introducing two new skills - one for accuracy which builds upon the existing accuracy skills and one for reloading. Make the first accuracy skill available to all classes (adjusting to 30%), but restrict the secondary accuracy skills to Warriors and Soldiers. But even then, I'm not completely sold on the fact that these skills are necessary. I have no problem with my non-Soldier not depending on a rifle. If I wanted to use a rifle, I can easily make a Soldier character. And while reducing reloading cost might bring rifles and blowpipes more evenly with machetes, increasing the damage or introducing the ranged attack suggestion might solve the problem without providing free lunches. --[[User:Lint|Lint]] 02:31, 15 May 2006 (BST)&lt;br /&gt;
::Yes of course it's fine to make them new skills. I suggested it in the way I did because learning to load quickly would fall under rifle training I would say, and we already have the two rifle-training skills in the game. One of the accuracy-improving skills would fall under Marskmanship (or marskmanship/expert marksmanship). How they are added to the game is almost immaterial, the point is to let soldiers be able to acquire a skill which gets rid of their need to waste more than half their daily AP loading their 20 rifles, and get rid of the need to carry 20+ rifles in the first place. I dont see how a skill allowing for a 0 AP cost to load is a &amp;quot;free lunch&amp;quot; at all, it just reduces the price of a ridiculously high-priced lunch, i.e. 1 AP to load 1 bullet/dart (plus I feel it improves the realism of the game, in part by eliminating the need to carry around 25 rifles or blowpipes). The point of the Marksmanship skill (available to all) is not to put non-soldiers on the par with soldiers in firearms capability at all, but to make rifles non-worthless to everyone else. Currently non-soldiers are literally far better off ''punching'' enemies than using a rifle when it comes to damage-inflicted-per-AP-spent, which is just ridiculous. [[User:Arminius|Arminius]] 03:37, 15 May 2006 (BST)&lt;br /&gt;
:::I do like the idea of making rifle and blowpipe usage more accessible to other character classes. But I continue to have a difficult time accepting the 0 AP reload cost. Currently there is no action in the game that costs 0 AP besides rejecting a trade, speaking in empty area, healing someone at full health, and dropping an item (all non-actions). Would 0.5 AP would be an acceptable change? But before it is considered, there must be other alternatives before lowering AP cost to make the ranged weapons more balanced. --[[User:Lint|Lint]] 22:27, 27 May 2006 (BST)&lt;br /&gt;
::::How about this-- modify advanced rifle training skill so that instead of &amp;quot;Gain another 20% on firearms attacks&amp;quot;, it says &amp;quot;lets soldiers load and fire faster&amp;quot; (0.5 AP to load and to fire with that skill), in other words a rifle version of trekking. This would cut down on the excessive AP costs of rifle usage and be an interesting skill to balance rifles rather than another &amp;quot;add 20% accuracy&amp;quot; or something like that. Then two new skills, Marksmanship (+10% accuracy), Expert Marskmanship (+20% accuracy), both of which would be available to all character classes. I would envision the two marskmanship skills as the first two skills in the firearms tree (the only two available to non-soldiers), and then the rifle training skills would come afterwards. -[[User:Arminius|Arminius]] 20:00, 30 May 2006 (BST)&lt;br /&gt;
:::::'''UPDATE:''' To see a revised version of my suggestion '''[[User_talk:Arminius#Proposal_for_new_rifle_skill_tree|Click Here]].''' I worked out the current and proposed damage-to-AP ratios, and I invite everyone to take a look. It is far too long and complicated to copy here, so I wrote it up elsewhere. -[[User:Arminius|Arminius]] 01:44, 2 June 2006 (BST)&lt;br /&gt;
:*As discussed elsewhere, ''carrying loaded rifles as backup allows you to lock in the kill bonus'' on a much wider range of (remaining-AP/remaining-victim-HP) situations. Since the '''kill bonus is more than a third of total XP for combat''', this throws the naive XP=damage comparisons way out of whack. Anecdotally at least, my Soldier has clearly done better than my other characters in jungle XP-harvesting, because kill-steals and dying while asleep are so common. So while the Rifle (and especially the Blowpipe) needs help, I think that nearly doubling combat-time damage to 2x 50% 5 damage for 1 AP (5.0) instead of 1x 60% 5 damage (3.0) is not an ideal way to proceed. I support Free Reload or Rapid Reload as a Soldier-Only Skill. I also think that an all-available accuracy upgrade for Rifle/Blowpipe (to at least better than Machete) would be great. For example: Base 20% (+General Accuracy +15%) (+Soldier-only Accuracy +15%) (+Soldier-only Accuracy +15%). Or maybe Base 10% (+General Accuracy +25%) (+Soldier-only Accuracy +25%) (+Soldier-only Rapid Reload), and increase Rifle Bullet base damage to 6. Two shots per AP just seems too big a jump to me; imho implementing true range (firing from adjacent square and/or without provoking return melee attacks) is a better way to proceed. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
::*Yes the blowpipe needs help even more than the rifle. That limited-AP poisoning skill, along with these proposed boosts to accuracy, would even things out there. I also like the idea of making ranged weapons truly ranged, but that seems difficult to implement and perhaps impractical (for one thing we cant see the names of people on adjacent squares). If any version of QBerry's &amp;quot;auto attack&amp;quot; is ever implemented for players, though it seems unlikely with so much opposition, the &amp;quot;range&amp;quot; of the ranged weapon could come into play by not allowing a person without ranged weapons/ammo to back. This was discussed on the forums in the &amp;quot;Aggressive Animals&amp;quot; thread. [[User:Arminius|Arminius]] 06:01, 2 June 2006 (BST)&lt;br /&gt;
:*NB about Free Reload: Incidentally, Free Reload obviously solves the &amp;quot;realism problem&amp;quot; by allowing a Soldier to carry only one Rifle and a huge pile of Bullets, with '''no increase''' in Soldier combat-time damage-per-AP (still 3.0 max avg per AP) nor Soldier field-capacity damage-per-inventoryfull (still 72 shots) since 2 Bullets loose take up as much space as a Loaded Rifle. People who think that 0AP reload is imbalancing have been smoking too much of the dried herbs. As for realism of 0AP reload, the Soldier's &amp;quot;1AP to fire&amp;quot; accounts for time necessary to both reload and fire. I can discuss and reject 160 exchanges with the Trader and or attempt to heal a signpost in the same amount of time. The real-time form submission and IP hit creates a  perceptible time-increment. --[[User:Tycho44|Tycho44]] 03:56, 2 June 2006 (BST)&lt;br /&gt;
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After thinking about this, it seems to me that the best thing to do is as follows: No new skill, instead simply a change in the game mechanics so that all players take 0 AP to &amp;quot;load&amp;quot; by deafult. The AP cost to fire would thereby represent the time to load and fire, as Tycho44 said above. (Load was in quotation marks there because the load button in-game would thus really represent selecting the bullet to use, the actual action of loading would be included in the 1 AP to fire). This would eliminate the 30 rifles problem straight away (and for all character classes), it would ''not'' increase the combat damage-to-AP ratio at all, and it would be an interesting way to increase the damage-to-''total''-AP-spent ratio (which we need) without having to add any new skill. As for the accuracy boosts, those can be worked out later (non-soldiers need a boost in that department we all agree, perhaps soldiers merit a slight one), but 0 AP to &amp;quot;load&amp;quot; is definitely a sound change to make, I see no argument against it. [[User:Arminius|Arminius]] 23:11, 3 June 2006 (BST)&lt;br /&gt;
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The reason why I keep pressing for alternatives is because I never saw this as a solution in other browser-based games. Shouldn't the route be to increase the damage dealt to reduce the impact of the reload cost? --[[User:Lint|Lint]] 18:52, 14 June 2006 (BST)&lt;br /&gt;
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:My earlier arguments notwithstanding, I '''strongly oppose''' universal 0AP reload. A 0AP reload for everyone simply destroys the reloading game mechanism in its entirety, making the 2-bullet chamber of the rifle identical to the 1-dart chamber of the blowpipe identical to the 70-bullet drum of a hypothetical gatling gun. The blowpipe is distinguished by its Poison damage, which can in turn be offset by a Reload Penalty, if we keep that game mechanic. Keeping the reload mechanic enhances the separate-but-equal factions. In my humble and uninformed speculation, tweak up the accuracy on ranged weapons (say 20% base / 35% marksmanship-universal / 50% warrior-only / 65% advanced-warrior-only) and things will work fine. --[[User:Tycho44|Tycho44]] 23:54, 17 June 2006 (BST)&lt;br /&gt;
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===Hut Construction (Simplified) ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, item, action|&lt;br /&gt;
suggest_scope=Every player|&lt;br /&gt;
suggest_description=This is a bit similar to the Construction suggestion, but much more simplified. I agree that we should be able to set up little camps, to have bases away from bases. I'll explain the flavour aspect after I've explained the mechanics.&amp;lt;br&amp;gt;&lt;br /&gt;
A skill can be purchased called, &amp;quot;Construction&amp;quot;, which allows you to erect a hut on land that has been chopped down to 0 density. The hut would have a bit of AP weight to build, say 10ap cost so that full constuction on a 10 dense jungle sq would have a total of 20ap. The hut that you build is at first a regular empty hut. Once you have bought the second skill in the set, &amp;quot;Stock Hut&amp;quot; (or something like that), the hut becomes a mini trade-post, stocking no more than 5 types of items at any one point. The first 5 items are randomized, and then as people trade, they change. Thus, it's a mixed bag of what you could get. These artificially erected huts can be sacked and destroyed. Keep in mind I'm not a coder, so if you know what I'm describing is difficult, but know how to do something similar, please say so.&amp;lt;br&amp;gt;&lt;br /&gt;
Flavour: This gives people the feeling of being able to set up their own little base camp for their own clan, without making a whole new village. The fact that each hut can only stock a small number of items, and also that it can be destoryed, means things don't get out of hand and make the original villages defunct. Each hut can also be plauged with low-demand items like crabs or mangoes, making the idea even for grifers, natives, enemies, outsiders and pirates.|&lt;br /&gt;
suggest_time=12:05, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Rip Purr|Rip Purr]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Building a hut could also require a certain number of driftwood pieces. --[[User:Rip Purr|Rip Purr]] 12:08, 3 June 2006 (BST)&lt;br /&gt;
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Ability to create minor base camps away from settlements is good (but for what practical purpose?), but the idea that the island would be flooded with &amp;quot;huts&amp;quot; all over, with the same icon and name as huts in settlements, I dont like that. This is supposed to a wild myseterious island, having huts all over would hurt that ambiance I think (Lower-tech base camps of some sort would not hurt it though.) If hut construction is implemented it would have to be very costly to avoid littering the entire map with them that's for sure. The other thing is, We have to be clear about what the purpose of these base camps would be, what practical benfit would they have. Would they have defense value? Could the builder elect to keep people out unless they are members of clan X or unless they are natives or unless they are Derbyites, etc? [[User:Arminius|Arminius]] 00:59, 4 June 2006 (BST)&lt;br /&gt;
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:I agree wholeheartedly with your points. It is indeed important to make it difficult to build huts. As I mentioned, the huts would have very small capabilities as a trade point, thus making them a tactical advantage in a seige. Allow me to explain; My clan wants to lay seige to Dalpok. We erect a small camp near the village and stock our huts with bullets through trading. Then we load up, attack, come back to our makeshift camp and take the bullets from our huts. As for the wild, mysterious island element, you're right, but is it not normal for humans to tame and civilise the jungle? And vice versa for humans to destroy one another's homes? With this new skill(s) we can simulate seiges and sackings, but still keep our 7 original villages/bases. I don't think you could exclude people from entering your hut. It's the luck of the draw, and if enemies infiltrate, too bad. makes it all the more exciting. I also agree that making a hut should be very costly, but that's up to Simon as to how he'd like to implement such a cost. Finally, the only variation I can see might be to make huts not a mini trade post, but maybe a small storage area of say 15 slots, to keep bullets or med kits from the main towns...? --[[User:Rip Purr|Rip Purr]] 02:30, 4 June 2006 (BST)&lt;br /&gt;
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:Here are my thoughts on the matter:&lt;br /&gt;
:#To encourage clustering of huts (instead of unsightly and unrealistic random scattering), hut-builders should be required to chop the hut's eventual square ''and'' all surrounding squares (that don't have huts on them) to d0. After all, construction requires some space. This would encourage players to build next to existing huts, since every adjacent hut is a square that doesn't need chopping.&lt;br /&gt;
:#For realism's sake, driftwood shouldn't be required to build or repair a hut, because it'd be silly to make a player in the middle of a huge jungle travel all the way to the beach to find wood. Jungle wood could be introduced as an item, but I think it's better to require AP alone.&lt;br /&gt;
:#Hut health could be managed by giving each new hut 5 HP (Hut Points =)) and removing 1 HP every 24 hours (obliterating any hut that reaches 0 HP). A hut would require 50 AP to construct (in addition to AP for chopping the surrounding jungle) and 10 AP to repair by 1 HP. Repairs wouldn't require cleared jungle; once a hut is built, jungle growth outside doesn't matter.&lt;br /&gt;
:#Special features for huts, such as trade and storage abilities, should be put on hold until buildable huts are already in the game. Not only do huts provide shelter from animals, they hide players inside from anyone not willing to spend a few AP to move to the hut and enter it, so additional features shouldn't be necessary to make hut-building worthwhile.&lt;br /&gt;
:&amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:52, 4 June 2006 (BST)&lt;br /&gt;
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=== Spirit Transfer ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, action|&lt;br /&gt;
suggest_scope=Warriors, Shamans|&lt;br /&gt;
suggest_description= This suggerstion was inspired by polymorph. Warriors and Shamans can get a new skill that allows them to transfer their spirits into the bodies of a dead animal nearby. Animals won't be able to speak, use items, search, or use any human skills. The player will have the Hp and attack power of the type of animal you possessed. Other players on the map will see you as just another animal, not as a native. Transferring spirits will result in the death of their human form (if it is not already dead) but grants them access to the animal's innate abilities. Eg. Alligators can attack twice but have decreased movement through land, Monkeys can search and use some simple items, Parrots move faster throught all terrain. When the body of the animal possessed dies the player will be in spirit form but wont have a corpse. It will also be possible to leave the animal's body at any time but the trauma would be the same as having the body killed by an outside force. In order to not break the game, certain special animals can not be possessed ( like that giant squid )|&lt;br /&gt;
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suggest_time=11:37, 3 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Stcfg|Stcfg]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: I would like to suggest a skill for being able to detect possessed animals but that is for another day.  --[[User:Stcfg|Stcfg]] 11:40, 3 June 2006 (BST)&lt;br /&gt;
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===Hunting Prowess===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Tracking skill tree|&lt;br /&gt;
suggest_description=It would be interesting for serious trackers to be constantly aware of recent tracks without spending AP.  I propose adding this skill after ''Expert Tracking''&amp;amp;mdash;it doesn't have to be called ''Hunting Prowess'' but that seemed like a fitting name.  Players with this skill would still have to use the 'Look for tracks' button to see anything but the most recent tracks.  One possible limitation is to apply this only to animal tracks, but I definitely intended to include player tracks as well.|&lt;br /&gt;
suggest_time=13:17, 9 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Vtbassmatt|VTBassMatt]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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:Tracking is currently a bit weak. On the other hand, I don't mind seeing quite a few mild/weak skills, because some players are already looking for more ways to spend XP. Certainly Tracking should top out at stronger than 1AP per attempt. My suggestion was ''Master Tracking'' above ''Expert Tracking'' to reduce time to 0.5AP per attempt. I agree that it would be neat to have the skill ''Hunting Prowess'' as a 0AP ability for only the single most recent track, but I think this  skill would be a prime candidate to limit to '''Explorer/Scout-only.''' (Sorry!) 1. Tracking perfectly fits the Explorer/Scout class archetype, 2. Shartak needs better class differentiation,  3. Explorer/Scout is a bit weak, 4. Explorer/Scout currently has no dedicated skills. --[[User:Tycho44|Tycho44]] 08:19, 15 June 2006 (BST)&lt;br /&gt;
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===Emergency medicine===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist|&lt;br /&gt;
suggest_description=At the moment, scientists have no significant advantages.  They start with 10 gold coins which, while it's nothing to sneeze at, doesn't really fit with their name.  Perhaps they could learn a skill that allowed them to heal without the use of a first aid kit.  First aid would be a prerequisite.  However, the skill would not allow them to heal as many HP as using an FAK would.  For example, they might only heal 2-5 HP.  This would allow scientists to wander in the jungle for long periods of time without resupplying, giving them a real advantage over other classes. However, using an FAK would still heal more and allow more XP per AP, so FAK's would not become obsolete. Would this be difficult to code?|&lt;br /&gt;
suggest_time=08:47, 11 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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===Give explorers/scouts their own tracking skill===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Explorers and scouts|&lt;br /&gt;
suggest_description=While ''trailblazing'' has given explorers and scouts an edge over other players, they need more if they are to compete with the soldier, warrior and pirate classes for the attention of new players. I suggest that ''tracking mastery'' be combined into ''expert tracking'', which will be restricted to explorers and scouts. Any non-explorers/scouts with one or both of those skills would be refunded enough XP for their next skill (or two, if they have both) so they aren't punished. (The refund would occur ''after'' the skills were restricted and actively taken away from any non-explorers/scouts with them. This would let their levels and next-skill costs drop ''before'' the next-skill XP awards were given so that extra XP would not be accidentally awarded.) Full disclosure: I don't have any tracking skills, and I'm not sure how ''advanced tracking'' and ''expert tracking'' differ at the moment, but I think a good 1.5 AP tracking skill for everyone and an excellent 0.5 AP tracking skill for explorers and scouts will give those two classes a notable advantage in what should be one of their fortes. |&lt;br /&gt;
suggest_time=22:29, 18 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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: Shouldn't this be added to the &amp;quot;Hunting prowess&amp;quot; skill entry? http://wiki.shartak.com/index.php/Suggestions:Skills#Hunting_Prowess [[User:Black Joe|Black Joe]] 7:00, 19 July 2006&lt;br /&gt;
:: Yep. ''Tracking mastery'' is kind of handy, but I still think that it should be a universal skill, and that ''hunting prowess'' should be the scout/explorer-only skill. ''Hunting prowess'', at the top of the tracking tree, would cause scouts to receive basic tracking information passively (for 0 AP) at every step. Oooo, neat. --[[User:Tycho44|Tycho44]] 17:30, 19 July 2006 (UTC)&lt;br /&gt;
:::Tracking automatically for every move would add too much load on the server as the game becomes more popular. --[[User:Simon|Simon]] 00:11, 22 August 2006 (UTC)&lt;br /&gt;
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===Melee buffs for intoxicated pirates===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Pirates under the influence|&lt;br /&gt;
suggest_description=Pirates are traditionally portrayed as rum-guzzling brawlers, so it would be fitting to encourage pirate players to drink (and drink to excess). I think imbibing a beer or rum should give a pirate a 1 HP damage bonus for all melee attacks in their next 5 AP. A machete (or cutlass) hits 2.25 times in 5 AP, on average, for a skilled user, so drinking for 1 AP would translate to around 2.25 HP of damage beyond what a machete would normally do. This is comparable to the combat damage dealt by blowpipes (2.4 HP/AP) and rifles (3 HP/AP).&lt;br /&gt;
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Multiple drinks would extend the duration of the effect but not its intensity. To encourage actual drunkenness instead of casual beer-sipping, a drink taken by a pirate with beer already in their gut could give 7 more buffed AP instead of 5, which is effectively 6 AP (and 2.7 HP of damage) when you consider that 1 drunken AP must be wasted on taking another drink. The skill could be called ''brawling'' or ''drunken fist'' (which is the literal Chinese title of the classic Jackie Chan movie ''Drunken Master'') and would be placed with ''stamina'' under ''body building'' (to keep melee skills together and to avoid starting another tree).&lt;br /&gt;
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I'm proposing this cautiously because pirates are already tougher and more popular than any other class. However, considering that beer and rum are harder to find and more expensive than darts and bullets (and should probably be even more expensive if this skill is implemented), I don't think this skill would make pirates stronger than warriors and soldiers, and it would improve both the diversity of the classes and the depth of the game's theme.|&lt;br /&gt;
suggest_time=06:24, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*RE: Beer and Rum becoming more expensive if the skill is implemented- I completely agree, and the increase in price would also represent supplies of booze at the pirate camp running out, which I guess would then lead to outsiders trading beer and rum with the pirates, and adding another dimension to gameplay- [[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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*Nice idea. In general I like the idea of making items have some specific use rather than generic AP-insreasers. But how about making it a gamble to take a drink instead of a definite combat-booster. If a pirate were to drink a bottle of rum, his next 5 or 10 AP would either give him +1 damage for every hit (with &amp;quot;flavor text&amp;quot; to let him know he is getting a boost, e.g. &amp;quot;In a drunken rage you inflict more damage on your target&amp;quot;), or it would make him too disoriented and out of it to do anything, and every time he attacks it would give him flavor text telling him he is too uncoordinated to attack, and he stumbles around unable to do anything (he would stay in place, not respond to comannds to attack but waste an AP anyway) till the intoxication wears off in 5 or 10 AP. [[User:Arminius|Arminius]] 00:16, 27 August 2006 (UTC)&lt;br /&gt;
**The goal is simply to encourage pirates to drink in combat. A chance of uncoordinated failure would be realistic, but it would also make things a little more complicated, so I'd let Simon make that decision if he decides to implement this suggestion. The effect of my original suggestion would be about the same (for fully skilled pirates) if drunk pirates had a damage bonus of +2 (instead of +1) and 10% less accuracy. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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*This doesn't make sense to me.  When your drunk, your hand eye coordination GETS WORSE, not better!  The only way I could see the idea working is if accuracy decreased as damage increased.  Rewarding pirates for getting sloshed makes about as much sense as drunk driving.  Another way to implement this would be to temporarily increase HP with rum ingestion, as this is at least slightly similar to the actual affects of alcohol (kind of like drunken boxing.)  Otherwise, I don't see this working. [[User:Gandhi|Gandhi]] 04:20, 27 August 2006 (UTC)&lt;br /&gt;
**The idea is to encourage pirates to drink like a pirate would (and in the situations a pirate would), even if doing so is a bad idea in real life. I'd be fine with lowering accuracy even while damage is increased, so long as the overall effect is the same, but that may be an unnecessary complication (my suggestion doesn't increase accuracy, only damage). Your point (that drinking impairs in real life) is a good one, but I think this is a case where the game would be more fun if it diverged slightly from real life. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 05:01, 27 August 2006 (UTC)&lt;br /&gt;
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===Technical “spell” skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientist/Shaman|&lt;br /&gt;
suggest_description=I would like to see the introduction of “tech spells” to the “magician class” of Shartak (scientist/shaman) much like the blue magic of final fantasy XII which rather than doing out right damage produces technical effects like haste, poison or blind. An illustration of this would be giving the shaman class an AP cost skill (let’s call it curse) that produces the same effect as wounded/bleeding (1HP loss per action) on their opponent. But given the nature of such spells the percentage chance of success should be inversely proportional to the strength of the spell or have their effects tuned down, so to retain fairness. As side note I like to see this skill given to NPC shamans to discourage people from attacking them.|&lt;br /&gt;
suggest_time=09:33, 22 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:A for anarchy|A for anarchy]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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&amp;quot;curse&amp;quot; might be confused with what the ancestors spirits do to zergers. This causes actions to cost more AP than normal. I would imagine that this would be a shaman only skill as scientists don't have magical powers! --[[User:Simon|Simon]] 22:35, 23 July 2006 (UTC)&lt;br /&gt;
*i agree with the statement that scientist don't and shouldn't have magic powers, so how about this instead; give them &amp;quot;tech&amp;quot; skills but have them named within a scientific context, for instance the above &amp;quot;wounding&amp;quot; spell could be named &amp;quot;drug&amp;quot; or &amp;quot;poison&amp;quot; instead of say &amp;quot;curse&amp;quot; or whatever. --[[User:A for anarchy|A for anarchy]] 04:01, 24 July 2006 (UTC)&lt;br /&gt;
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===Haggle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=You can haggle with the traders and get stuff cheaper. When they are pissed off at you (for being there too long) the prices would become normal.|&lt;br /&gt;
suggest_time=20:20 EST 28/07/2006|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
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===FAK/Healing Herb Manufacturing Skills===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Scientists and Shamans|&lt;br /&gt;
suggest_description=Perhaps the most in-demand items are healing herbs and first aid kits. They can only be used once, but they're used quite freely.  This means that a lot of people must spend a lot of time searching medical huts for FAKs (for the duration of this suggestion, assume that FAK refers to both first aid kits and healing herbs).  Meanwhile, we have two classes that don't have much of an advantage: the scientist and the shaman.  Perhaps these two classes could learn a skill allowing them to produce their culture's version of the FAK. This would make these classes useful while also increasing the supply of FAKs.  Additionally, these two classes are the most likely to know how to do this.  &lt;br /&gt;
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As for how the skill would work, I would recommend having a &amp;quot;Make FAK&amp;quot; button. They would then have a chance of successfully producing an FAK.  These FAKs could then either be used (providing a source of XP besides killing things) or could be sold to the trader (since FAKs are always in demand). This would encourage the development of a &amp;quot;healer&amp;quot; class in Shartak, while also giving shamans and scientists useful special skills. I suppose scientists/shamans could be required to find raw materials before manufacturing, but that would just force people to continue the rather tedious and hit-or-miss tactic of farming huts/jungles.|&lt;br /&gt;
suggest_time=14:28 31 July 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Black Joe|Black Joe]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* '''Oppose'''. I agree that shamans and scientists should be best at healing and should have useful special skills, but I don't like this specific suggestion (as well-thought-out as it is) for two reasons: First, I think the jungle should be inhospitable, and turning shamans and scientists into herb farms and kit factories (yes, I'm exaggerating) would work against that. Second, I think the ability to make items is a complication that should be avoided if we can accomplish the same goal in other ways, which we can. I recommend three of the suggestions for shaman/scientist healing on [[Talk:Game design#Scientist and shaman|Talk:Game design]]: (1) give shamans access to ''first aid'' and scientists access to ''natural medicine'', (2) let shamans/scientists see the health of all wounded players on their side, not just the most wounded one, and (3) let shamans/scientists see whether players on their side are suffering from shark bites or poison. (I'd actually make 3 apply to all players, not just those on the player's side, because it wouldn't really be advantageous in combat to notice shark bites and the effects of poison.) 2 and 3 could be smoothly combined into one &amp;quot;Diagnosis&amp;quot; skill that would give these two classes a useful (if minor) healing edge over the others. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 06:10, 1 August 2006 (UTC)&lt;br /&gt;
**First, let me thank you for responding.  I appreciate any and all input.  I've taken some time to think about your objections and prepare my responses. May I propose an alteration? Perhaps, instead of my original suggestion, this &amp;quot;Make FAK&amp;quot; button would (as far as the programming is concerned) serve as a second &amp;quot;search area&amp;quot; button, but one that only produces FAK's, and has a significantly higher chance of producing one than a regular search. Additionally, it would only function in areas where an FAK can be found, as that is where the scientist/shaman would find the raw materials in the first place. This would be similar to UD's &amp;quot;shopping&amp;quot; and &amp;quot;bargain hunting&amp;quot; skills, in that it lets you search for a specific item and gives a boost to the probability of success.  Additionally, it would only work in certain areas, like the shopping skill. The difference would be that it only produce FAK's. This would ensure that FAK's aren't simply produced out of mid-air (which is rather unrealistic, now that I think about it) while also giving scientists and shamans a dedicated and valuable healing-related skill. [[User:Black Joe|Black Joe]] 10:44, 1 August 2006 (GMT) Edited: 16:44, 1 August 2006 (GMT)&lt;br /&gt;
**How about having the skill function in a similar manner to the &amp;quot;Manufacture Syringe&amp;quot; skill on UD, thus powering-down the effect by requiring that the healer be in a Medical Hut and use multiple AP? --[[User:Gitboy|Less Than Lethal]] 17:03, 1 August 2006 (UTC)&lt;br /&gt;
***I haven't played UD since that was added; that being said, it certainly sounds good to me.  Requiring that the healer be in the medical hut was essentially what I had in mind when I proposed it only work for certain locations.  As for requiring multiple AP, I suppose that would have the same long-term effect as searching, while simultaneously being less tedious for the healer.  Tell me, would this always produce an FAK or would it just offer a chance of doing so? I certainly like the sound of this suggestion. [[User:Black Joe|Black Joe]] 18:03, 1 August 2006 (GMT)&lt;br /&gt;
****What we have now, then, is a skill which would essentially give scientists better search odds for kits in medical huts (and likewise for shamans). Limiting this skill to players in villages is a step in the right direction, and giving it the form of greater search odds makes some sense, too: healers would look especially hard for healing items. But I'm still not persuaded, mainly because the skill's effects seem inconsistent to me. If healers have better search odds (in effect) for healing items, shouldn't fighters have better search odds for weapons and ammunition, and likewise for pirates finding rum and gold? The implications of the original idea could become very messy in practice. Also, wouldn't a pirate bleeding from a shark bite with just 10 HP remaining look even harder for a kit than a healer merely stocking up on supplies? The goal is allow healers to spend more time in the field and less in the hut, but I think we still lack a solution which makes sense. Here's a more realistic and less far-reaching idea which might work: shamans and scientists are given a skill which lets them heal 5 extra HP with a kit or herb if they're healing someone else. Anyone who's ever tried to remove a bullet from their back, bandage their gaping head wound, set their broken bone, or frantically stop their own bleeding will attest to the fact that medical care is most effective when someone else is administering it. This would let scientists use fewer kits in the field without making them better at healing themselves (which I think would be ''too'' useful). As a result, they wouldn't need to spend as much time in medical huts, which I think is the whole idea. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 00:28, 2 August 2006 (UTC)&lt;br /&gt;
This should be indented, since it's a response to Elembis's post. However, it would be rather crowded if I did that, so here you go.  With that out of the way, on to business.  You're correct that part of the reason for this suggestion is to reduce the amount of time spent in healing huts. It's also intended to boost the supply of FAK's.  Your suggestion would somewhat reduce the demand, which would have essentially the same effect.&lt;br /&gt;
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As for the inconsistency, that's part of why I suggested calling it &amp;quot;Make FAK.&amp;quot;  If you've ever spent the night in a healing hut while wounded, you know that SOMEBODY is going to heal you up while you're gone. However, the way I see it, they aren't going to use everything in that kit. Cutlass wounds require different treatment than poison dart wounds, for instance.  That means there's going to be a lot of unused medical material around.  Realistically speaking, there's probably also going to be some medical supplies that aren't part of a kit. By calling it &amp;quot;make FAK,&amp;quot; you can get a message saying, &amp;quot;Using spare supplies, you cobble together a first aid kit.&amp;quot;  Now, the shaman is slightly different but the result is the same. The medical hut message says there are many herbs hanging up to dry.  The shaman could get a message saying, &amp;quot;After looking through the herbs in the hut, you find a healing herb that is ready for use.&amp;quot; &lt;br /&gt;
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Also, I don't want you to think I'm ignoring your suggestion about the extra five HP healing.  I definitely agree that it's more realistic to have a healer be better at healing others than themselves.  I'd be happy to see it as one of the skills (maybe split that into a seperate discussion?). However, I'm not sure that's enough of a bonus by itself to tempt people to play the rather underplayed scientist class. Warriors and soldiers have extremely helpful skill; I think the other classes should as well. And as always, I appreciate your input, Elembis and LtL. [[User:Black Joe|Black Joe]] 6:11 2 August 2006&lt;br /&gt;
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===Possession===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill|&lt;br /&gt;
suggest_scope=Everyone|&lt;br /&gt;
suggest_description=Yet another spirit suggestion. As far as I can see, this hasn't been suggested yet - but I apologise if it has been suggested under a different guise. With the recent addition of the Exorcism skill, I feel that there is less and less appeal to play as a ghost character, aside from an alternative method of farming xp. The only current features of the ghost &amp;quot;class&amp;quot; is wailing and spamming. The addition of a possession skill might give people more of a reason to play as a ghost and perhaps make gameplay more interesting. A possession skill would be bought after the banshee wail skill. It would allow the user to temporalily take control of another player for the cost of 40AP, allowing the spirit to effectively &amp;quot;act&amp;quot; as this player for their (the spirits, not the victim) remaining AP. When they use up their AP they will return to their spirit form and control will return to the original player. If the possession skill is used on an active player, it will work until this player moves or makes an action of their own, which would return the spirit to their ghost form (and effectively waste the AP spent on using the possession skill). I think this would be a fun addition to the game, and give players a bigger motivation to rp as a spirit, although I'm not sure if this kind of skill would be possible to implement (taking temporary control of other players etc).|&lt;br /&gt;
suggest_time=10:50, 1 September 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9640</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=9640"/>
		<updated>2006-08-26T19:58:40Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Climbable Trees and high areas */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
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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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===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;
&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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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* 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;
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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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		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9639</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=9639"/>
		<updated>2006-08-26T19:54:04Z</updated>

		<summary type="html">&lt;p&gt;Zeff: /* Climbable Trees and high areas */&lt;/p&gt;
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&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
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=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I believe that Natives are reborn as Natives and Outsiders are reborn as Outsiders, but I could be wrong. From a game balance perspective, I am not in favor of type-swapping skills unless Natives are presented with an ability to counter or convert Outsiders as well. It does fit nicely with the theme though. --[[User:Lint|Lint]] 23:41, 16 February 2006 (GMT)&lt;br /&gt;
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*That would probably be the shamans job, however it may have worked for Urban Dead but I don't think it will work in this game as whichever group has the most players to begin with will, once conflicts begin to arise, dominate by switching people from the side they are on the side the priest/&amp;quot;whatever the natives use&amp;quot; side making you able to graph one groups population by looking at the graph pop=(1/2)^x. Also since there wouldn't seem to be a way, short of finding a converter player to switch you back, to go back to playing as you once did would make the amount of people on one side quickly die off (even though thats what would happen in real life, favouring the outsiders) it would be a very unfun aspect of the game. And really these are HOSTILE natives, or so it seems, why would they let some devilman outsider tell it how it is? They wouldn't, they would simply spear them and laugh! In short all the converting ideas suck, I know I wouldn't want to log on to find I'm playing for the wrong side. -- [[User:Daylan|Daylan]] 10:55, 17 February 2006 (GMT)&lt;br /&gt;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
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*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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*Turf control in a limited AP browser game like this just invites lame zerging behavior. I don't like it. --[[User:Jackel|Jackel]] 00:00, 4 March 2006 (GMT)&lt;br /&gt;
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*Not villages, perhaps 3x3 square 'forts'? --[[User:Grigoriy|Grigoriy]] 01:10, 4 March 2006 (GMT)&lt;br /&gt;
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*I do like the idea, but I think Jackel's observation hits a key point. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*Agreed with Jackel and Lint and Simon. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT) Additionally:&lt;br /&gt;
** Please don't impose your assumption that Shartak is at heart a &amp;quot;war between Outsiders and Natives&amp;quot; on the rest of us.  That is not the only possible direction in which this game can go.  For example, an Outsider village might turn out to be populated by a trading company that views the other Outsider villages as competitors whose extermination would be good for business, but it could just as easily develop into a peaceful scientific outpost, a pirate haven of drunken debauchery, or a missionary settlement devoted to finding the Natives and learning their language (gotta spread that old time religion).  I believe it would be better to keep the objectives more freeform, and let the players create the course of history. --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
** On a hopefully more helpful and positive note, one could simulate/approximate capturing a village by amassing an army of suitable size, carving messages of ownership all over the territory of the village in question, killing all members of the village, and repeatedly killing the village shaman so they can't get back as easily. (Ouch. I hope no armchair megalomaniacs out there have been taking notes.) --[[User:Berry|Berry]] 13:32, 7 March 2006 (GMT)&lt;br /&gt;
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=== Unique skills ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change, improvement, etc|&lt;br /&gt;
suggest_scope=Who or what it applies to|&lt;br /&gt;
suggest_description=I think that each class should start off with one unique skill that the others may never aquire. That way it stops all the classes from becoming too generic. For example Settlers could have a &amp;quot;farming&amp;quot; skill, Soldiers could have a &amp;quot;bravery&amp;quot; skill, etc. Or mabey they could just have a attribute like Soldiers have an extra 10% chance of striking the target, Warriors have an extra 10% chance  of finding animals, Settlers have an extra 10% chance of finding an item, Scouts have a 3% chance of recovering 1 HP per AP spent, etc.|&lt;br /&gt;
suggest_time=02:34, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I am in favor of this (if it is not in effect currently). We'd have to work out the details to make sure each class is getting their fair share, but something that encourages players to try other classes or team up with other players using different classes for a better playing experience sounds good to me. --[[User:Lint|Lint]] 08:40, 5 March 2006 (GMT)&lt;br /&gt;
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*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
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certain animals could be ridden, other would do funny things or find objects for you, ex:&lt;br /&gt;
Mr. Bobo the monkey finds a bottle of rum in your pocket &amp;quot;gee i didnt know i had that&amp;quot;&lt;br /&gt;
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elephants, large stags, and tigers could be ridden, small stags would haveto grow up before being ridden, after like, 10 days, or 20 kills they would mature, its all just theory...&lt;br /&gt;
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parrots could become like flares, ex: Mr. TweetTweet flies towards you and drops a message &amp;quot;help, im at X, Y and there's a native village!&amp;quot;&lt;br /&gt;
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the parrot could also say messages randomly, players (upon catching a parrot) would be given 10 slots and would type things into them, the parrots would randomly say one, ex:&lt;br /&gt;
you attack elephant, Mr. TweetTweet says &amp;quot;polly want a cracker&amp;quot;&lt;br /&gt;
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animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
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''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
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Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
::I've been tormented by ghosts and I think that we need to capture them with cameras, forcing them to revive instead of letting them wander back into town.--[[User:Darkferret|Darkferret]] 02:33, 22 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
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Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
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I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
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Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
* 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;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I had thought of climbable trees, but hadn't planned on people being able to move around whilst in the tree. The biggest problem with letting you see further is that (a) it'd require more processing to handle the extra 24+ map areas, (b) Displaying the map would be quite tricky due to the sizes of squares required to be able to hold text and icons. I had envisaged something like &amp;quot;You climb a tree. [down]&amp;quot; as the stuff on the right, no other actions except down. The left hand side would be a map area about the same size as currently, but where each block was replaced with a 3x3  area. This would give you the ability to see terrain from 7 blocks all around (15x15 grid). --[[User:Simon|Simon]] 00:52, 23 August 2006 (UTC)&lt;br /&gt;
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]]|&lt;br /&gt;
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}}&lt;br /&gt;
&lt;br /&gt;
===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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}}&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9560</id>
		<title>User:Zeff</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=User:Zeff&amp;diff=9560"/>
		<updated>2006-08-21T11:53:09Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zeff - A veteran soldier and fanatical Pirate Hunter.&lt;br /&gt;
&lt;br /&gt;
http://wiki.shartak.com/index.php/The_Pirate_Hunters&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9559</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=9559"/>
		<updated>2006-08-21T11:49:47Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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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;
&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;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*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;
&lt;br /&gt;
*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
&lt;br /&gt;
as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
 &lt;br /&gt;
*Amateur Catching Skills (adds 10%)&lt;br /&gt;
**Catching Skills (adds 15%, doesnt stack)&lt;br /&gt;
***Taming Skills (adds 30%)&lt;br /&gt;
*Net (adds 10%, does stack)&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
animals could also act like extra space, like a backpack, if you will.&lt;br /&gt;
animals are named upon capture.&lt;br /&gt;
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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
&lt;br /&gt;
This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
&lt;br /&gt;
Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
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*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
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*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
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*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
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*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
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*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
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*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
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please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
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&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
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When Boats are being boarded each player may vote on who they decide should  be the captain. The captian may move boat, call the boat any non vulgar name and anyone may jump off the boat at any time except the captain. Boats could only be built on a beach and automaticly once built move the person who constructed it into the nearest water square. Players may board the baot at any time by moving into the same square as it and selecting enter. When the captain moves the boat onto a land square the boat is destroyed and all people who boarded are thrown onto the beach. Players may change the captain at any time by changing there vote. Natives can not board Outsider boats and outsiders can not board native boats. What the boat looks like and is  called depends on the size of it.&lt;br /&gt;
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1 person: Raft&lt;br /&gt;
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2 people: Large raft&lt;br /&gt;
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3-4: Small boat&lt;br /&gt;
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5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
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10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
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To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
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I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
&lt;br /&gt;
Isn't the repulsion of spirits against the Free Lunch principle? If a spirit player donated to be exempt from the action limit(though this can be done with an action limit), they could have a team of shamen pursue their spirit character to move them without using any of the spirit's AP. Even if movement is random they would find opportunities to scare frequently enough.--[[User:Darkferret|Darkferret]] 23:03, 12 August 2006 (UTC)&lt;br /&gt;
:Wouldn't that evoke the &amp;quot;curse&amp;quot; upon them for working together? At any rate I like the idea of being able to stick it to the spirits. Try one night in the York medical hut and you'll see what I mean. --[[User:One of many doctors|One of many doctors]] 00:42, 15 August 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* Nice. Drifting could be done, although it may make things complicated if you drift too quickly. I certainly don't think you'd move very far in a few hours otherwise it would be far too easy to lose sight of the giant squid you were attacking (for example). There would probably have to be some kind of data in the map that says where you drift to from that square, even if the drifting changes slightly. --[[User:Simon|Simon]] 22:39, 1 August 2006 (UTC)&lt;br /&gt;
* Sounds like a good idea. Also, driftwood could possibly be incorporated into this, perhaps giving a lower chance of drowning, lower drowning damage, or maybe making the player drift further. -[[User:Peg-Hand Grimm|Peg-Hand Grimm]]&lt;br /&gt;
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===Pigeon postal service===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=improvement|&lt;br /&gt;
suggest_scope=Outsiders (I imagine a different version for Natives|&lt;br /&gt;
suggest_description=Right now I have encountered difficulties whenever I try to contact someone in game. There is (currently)  no way right now of contacting people in game without finding them. To improve on that, I thought there should be a sort of postal service. The idea is simple. You go to a post office to do one of three things 1) buy a pigeon so you can write a letter from anywhere and send it to the post office (at a cost of 2 GC) 2) write a letter at the post office for posting (at a cost of 1 GC) 3) receive mail (at a cost of 0 GC). To prevent harassment of players you can even instruct the postal staff to burn any letters from ignoramus people (you must tell them before hand otherwise they will burn everything).&lt;br /&gt;
&lt;br /&gt;
*''The postal staff has burned 3 letters from unwanted peoples since your last visit.'' &lt;br /&gt;
*''You buy a pigeon at the cost of 2 GC. It looks anxious to be on its way home again.''&lt;br /&gt;
*''The post woman takes your letter and smiles knowingly.''&lt;br /&gt;
&lt;br /&gt;
The idea may need some tweaking but this is just a suggestion on how to create in game messages. &lt;br /&gt;
|&lt;br /&gt;
suggest_time=17:06, 18 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sounds like an interesting idea. The only real problem that might happen is that if you've off on long journeys, you may not have the time to stop into a town and check your mail. Perhaps the pigeons could also fly to you, where ever you may be, and give you the letter? --[[User:Che|Che]] 22:24, 20 August 2006 (UTC)&lt;br /&gt;
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===Climbable Trees and high areas===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics and Skill|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=This is more like two suggestions bundled into one, but they are closely related. I think climbable trees (areas of jungle) would be a great addition to the game. With the use of a climbing skill (perhaps easier to learn for natives) players can &amp;quot;climb&amp;quot; into the jungle canopy (for 5AP) providing the jungle is heavy (dark green and above). This would provide an excellent way to &amp;quot;hide&amp;quot; from other players and give another bonus which I will get back to. If a player chops jungle where a player is hiding above them, that player falls to the ground for a medium amount of damage. Other players would have a chance of spotting people hiding above them, each time they move to a different jungle area (50% and 100% if you use search in the area - a message &amp;quot;you spot *name* hiding in the canopy above you&amp;quot;). Also players will be able to jump from tree to tree for 2AP. Now, onto the &amp;quot;other bonus&amp;quot; mentioned earlier - this bonus also effects areas such as the mountain and the crows nest at the shipwreck giving &amp;quot;high areas&amp;quot; more of a tactical use. These areas should allow you to spot people (outsiders, pirates and natives) in the distance. When you are in one of these areas you would be able to &amp;quot;see&amp;quot; the number of people to the north, east, south and west - this will include areas such as north-east and south-west as &amp;quot;north&amp;quot; will mean a general cone shape north of the player. For example in the crows nest at the shipwreck, there will be a button &amp;quot;lookout&amp;quot; which would display the following text-&lt;br /&gt;
&amp;quot;You scan the horizons -&lt;br /&gt;
North - You see 1 native nearby.&lt;br /&gt;
East - You see 6 pirates nearby. You see 3 pirates in the distance.&lt;br /&gt;
South - You see 12 pirates nearby. You see 4 pirates and 2 outsiders in the distance.&lt;br /&gt;
West - You see 7 pirates nearby. You see 2 pirates and 4 natives in the distance.&amp;quot;&lt;br /&gt;
Of course if you did this on the mountain, you wouldn't be able to see through solid rock.&lt;br /&gt;
The sight range would be perhaps 20 squares, anything over 10 squares is defined as distance. If this suggestion is implemented it will I feel it would add a whole new level to gameplay (literally!) as well as possibilities for watch-towers, and long-range rifle/blowpipe sniping!&lt;br /&gt;
|&lt;br /&gt;
suggest_time=11:49, 21 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9442</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9442"/>
		<updated>2006-08-13T17:22:19Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=3|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To join, simply start hunting and add the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forums or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the prescence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the millitary our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hinding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
Although Pirate Hunters will rarely work as a group, being more suited to solitary hunting, there are some rules that members must abide to.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=Suggestions:Game_mechanics&amp;diff=9286</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=9286"/>
		<updated>2006-08-01T22:10:36Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Suggestions header|page_type=Game mechanics}}&lt;br /&gt;
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== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=When an Outsider/Native dies they are reborn as a Native (don't really understand the spirit thing too well). The Outsiders then get a new class/skill, &amp;quot;Religious Conversion&amp;quot; that requires a &amp;quot;Holy Scripture&amp;quot;. This allows a &amp;quot;Priest&amp;quot; to convert one native into a Outsider&amp;quot;. The converted native would most likely start off as a Settler.|&lt;br /&gt;
suggest_time=23:22, 16 February 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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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;
&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;
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*So that means if my soldier dies, he's reborn as a native? Not only that, but to become an outsider again, first I would have to find a priest (which would be next to impossible with such a small number of players), and then he could convert me into a settler. That means I'll never be able to be a soldier again, which is a real punch in the throat for RPers. -- Grigoriy&lt;br /&gt;
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*All valid points. I guess this wouldn't really work we have the same number of players as Urban Dead. But this would be a great way to balance out the sides later on. Say there are too many natives, you just drop more &amp;quot;conversion items&amp;quot; and balance out the sides. Too many Outsiders? Just drop the number of conversion items. Doubt it would catch on though. --[[User:One of many doctors|One of many doctors]] 02:44, 19 February 2006 (GMT)&lt;br /&gt;
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*Conversion doesn't have to be forced.  It could require action on both sides, like a native doning a religious item and an outsider using the skill on that native.  After all, conversion isn't real without true faith. The native counter to this could be similar, requiring an outsider to die holding a packet of that headshrinking powder while a shaman uses the Zombification (ala Haitian witchcraft) skill.  -- frisco&lt;br /&gt;
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*You don't change class or anything when you die. --[[User:Murk|Murk]] 12:31, 4 March 2006 (GMT)&lt;br /&gt;
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*I gave a response to this idea under &amp;quot;Holy Scriptures,&amp;quot; I think, offering another idea for it that may piss a lot less people off. *points over there*--[[User:Wifey|Wifey]] 07:15, 29 March 2006 (BST)&lt;br /&gt;
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===Monsoon===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=event|&lt;br /&gt;
suggest_scope=all|&lt;br /&gt;
suggest_description=Add seasons to shartak, matching RL events. The sea level would rise by 1 square, the river would swell by 1 square, crocodiles would become plentiful, and the pirate ship would lift off of the rocks. The ship would then randomly drift around, 1 square per day, and would still be accessible but players would have to swim out to it. Deforested squares would also recover faster. The ship wouldn't be directable because 'The sail is too tattered to use.' or something. The monsoon would also match, more or less, RL duration.|&lt;br /&gt;
suggest_time=17:28, 16 July 2006 (EST)|&lt;br /&gt;
suggest_author=Aco|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*All this would be do-able without too much extra coding except for moving the pirate ship. It would however take a while to work out which bits of beach, swamp and jungle would become submerged and to do it in such a way that it's easily reversible later. --[[User:Simon|Simon]] 22:39, 27 July 2006 (UTC)&lt;br /&gt;
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=== Capturing villages ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Since this is like some war between Outsiders and Natives I thought this appropriate. If all the (say) Outsiders are killed in York and there are none left, then it becomes a Native village and vice versa. Probably needs harder requirements to capture settlements though. Maybe each side could have one permanent place that can never change hands?|&lt;br /&gt;
suggest_time=03:41, 1 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Not sure about this - what about all the idle players within the village? They might &amp;quot;wake up&amp;quot; after a couple of weeks to find they're in enemy territory. --[[User:Simon|Simon]] 11:00, 1 March 2006 (GMT)&lt;br /&gt;
&lt;br /&gt;
*You could have it so idle players goto the nearest friendly village-- [[User:Daylan|Daylan]] 02:58, 3 March 2006 (GMT)&lt;br /&gt;
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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;
&lt;br /&gt;
*I am in favor of each class being able to acquire (but not necessarily starting off with) a unique skill or attribute that the others may never acquire. Sounds to me like the kind of thing that would be  unlocked as one's reward for a rite of passage, rather than granted as a right of birth. --[[User:Berry|Berry]] 12:53, 7 March 2006 (GMT)&lt;br /&gt;
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*Perhaps a Research skill of some kind for the Scientist, maybe allowing them an advantage when doing things with dead animals (would need something to do with dead animals, obviously!).[[User:MorkaisChosen|MorkaisChosen]] 16:09, 16 March 2006 (GMT)&lt;br /&gt;
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*Pirates should have a skill to steal their fallen enemies' gold coins. Arr. Would probably result in a lot of outsider in-fighting, though, and outsiders are currently outnumbered.--[[User:Wifey|Wifey]] 07:18, 29 March 2006 (BST)&lt;br /&gt;
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*I agree with this as well. It seems Shartak is on the way to giving each class their own benefits (Soldiers/Warriors with gun skills, Settlers/Villagers with animal affinity etc.), but so far only a few have been made unique. At present there is really no point to being a scientist. He starts with 10 gold coins... what the? So I'm pushing for each class to have at least one unique skill they can purchase with XP. --[[User:Rip Purr|Rip Purr]] 11:50, 3 June 2006 (BST)&lt;br /&gt;
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*I feel the introduction of the unique skill system would make the game much more interesting. but i disagree with the idea that people should just start off with one, rather i feel it should be purchased like the other skills on offer. Additionally rather they have one skill strand/branch like that of the gun skill or animal affinity, it would be interesting and more fun to have a multiple skill branches in line with the specific character classes, like for instance giving the soldiers/warrior classes defensive skill strands in additional to their offensive ones. Furthermore there should be distinctions between the native &amp;amp; outsider classes so they’re similar yet different. Like for instance the firearm/blowpipe skill upgrades are currently identical, I hope in future they could be retooled to promote native/outsider gameplay differences. --[[User:A for anarchy|A for anarchy]] 03:47, 22 July 2006 (UTC)&lt;br /&gt;
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=== Pet System ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=All classes|&lt;br /&gt;
suggest_description=I will combine aspects of the '''Animal''' and '''Pirate''' suggestions and propose a pet system that allows you to tame one of the animals on the island. First, you have to weaken the animal. Then you throw a sphere device at it and shout &amp;quot;SHARTAK SPHERE! GO!&amp;quot; for 1 AP. There's a slight chance that you have captured and tamed the animal. The more powerful the animal, the less success chance. You earn no XP for taming an animal. Players can only have 1 pet at a time. They can release a pet whenever they want. If the owner dies, the pet runs away. Pets have fixed HP, attack, and accuracy based on the type of animal they are (ie. they do not level up or heal, just to keep it simple to design). They follow the player around and only attack when the player attacks. It would be nice if they attacked while you were not playing, but auto-defense mechanisms are unnecessary. Enemy animals randomly determine whether they are attacking the owner or the pet. Other players will have an option for targeting the owner or pet. There is no XP gained for attacking or killing a pet to deter any attempts at farming pet killing (I can't believe we even have to consider preventing such a thing). For added flavor, owners can name their pets.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*ROTFL. Sounds a bit like Pokemon or Yu-Gi-Oh (don't worry, I'm not a fan, I have kids that were!).  Perhaps instead of spheres, you could keep the monkeys on a leash, heal a tiger or elephant to make it less likely to attack you, tame deer by feeding them, etc. Some animals like the wild boar would have to be pretty difficult to tame. --[[User:Simon|Simon]] 15:14, 5 March 2006 (GMT)&lt;br /&gt;
*I was with you right up until you got to the &amp;quot;sphere device&amp;quot; bit, and I rejoined you afterwards. ;) The rest of your suggestion otherwise seems to be pretty well thought out.  Personally, I'd prefer to attempt to tame the animal into becoming a pet purely by offering it food, rather than &amp;quot;weakening&amp;quot; it by other means.  Especially since food is scarce enough that offering it to an animal would be a real sacrifice and therefore an interesting decision for the player to make. --[[User:Berry|Berry]] 14:49, 7 March 2006 (GMT)&lt;br /&gt;
*I will confess that I had a lot of fun with the references. The problem I have with using an existing item to tame a pet is how to implement it. The player can't click on the fruit, because that will just heal themselves. And I think it is unecessary to redesign fruits like First Aid Kits and Medical Herbs, just so they can feed it to an animal. And a database check to see if the player possesses a fruit before providing a &amp;quot;tame&amp;quot; command seems awkward. Perhaps there is just one item called &amp;quot;animal bait&amp;quot; (from the Trade Hut most likely). It works much like a FAK or Herb, but can only be applied to animals (though there will be a &amp;quot;Yourself&amp;quot; option by default for those players that decide they enjoy the taste). Animals will then have a value called &amp;quot;tame count&amp;quot; in the database. For each successful feeding, this number is incremented. When a specific number is reached, the monster is successfully tamed. If a monster is killed, the number is reset to 0. Acquiring a pet should not reduce the population of animals on the island (ie. one should respawn to take its place). Furthermore, those with '''Animal Affinity''' should have a better taming success rate. (This is another attempt to give Villagers and Settlers a little boost.) --[[User:Lint|Lint]] 17:32, 7 March 2006 (GMT)&lt;br /&gt;
*This idea, while somewhat interesting, is not very realitic. The animals of the island are wild. In reality, tigers, elephants, deer, &amp;quot;WILD boars&amp;quot; etc can only be made LESS WILD by extensive and careful training and handling when they are young, not be tamable by any means, certainly not enough to follow a person around and fight on their behalf. Maybe it would be possible with parrots and monkeys, but if Simon is going to implement changes, I'd rather see some of the more believable ones first. I do agree with Lint that it would give more value to '''Animal Affinity'''. Animal attacks, even from a tiger or elephant (which would realistically be very dangerous) are hardly to be feared, making this skill currently seem pretty useless.&lt;br /&gt;
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* ''The following is a Pet suggestion made by [[User:Richard Rose|Richard Rose]] on 21:47, 24 March 2006:''&lt;br /&gt;
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as the name reades, simply have &amp;quot;pets&amp;quot; as a survivor living in the jungle, my first instinct would be to find support, in this case we could add a &amp;quot;tame animal&amp;quot; button, which would be clicked to tame an animal, the starting catching % would be something like 10% and could be improved the more the animal is damaged, like at 1hp, if full health was 10hp then you'd have 55% of catching it, (i added 5% for every 10% missing from the creature's health)&lt;br /&gt;
this could also be improved with new skills such as&lt;br /&gt;
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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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=== Profile Effect Items ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Inventory and profiles|&lt;br /&gt;
suggest_description=These are useless baubles that take up 1 unit of a player's inventory space, but if anyone views their profile they will see that the players possesses the item. Using the item won't accomplish anything and merely produce flavor text. However, if a player is in the presence of another player, using the item would show it off. As with all items, there's no way to trade them with other players. We can have eyepatches and peglegs. We can have tribal masks and warpaint. Maybe some clans would require a certain dress code. Maybe they need 30 pieces of flair. I think it provides an outlet for the less serious gamers. Problems: Serious gamers might be plagued with finding such items and dropping them, wasting (in their opinion) AP and Page Hits. Also, arguing over what items fit with the theme of Shartak will be a headache-inducing process.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like this suggestion. How about finding the pieces of the masks and making your own - combine the baubles with mini-quests? --[[User:Simon|Simon]] 11:18, 8 March 2006 (GMT)&lt;br /&gt;
*For example, to make the sacred warrior mask of Raktam, you must find 5 parrot feathers, a tiger tooth, some berries and a piece of driftwood that can be carved into the appropriate shape with a knife or dagger. Once you have all those items, you get a &amp;quot;create mask&amp;quot; option which then removes the required items and the mask appears in your inventory (and profile).&lt;br /&gt;
**Having the database check to see if they have all the ingredients seems a bit unwieldly. After every action or inventory use it might have to run the check to verify that they are alive, still have the items, etc. I'd just settle for having them take the items to a specific NPC. But yes, a mixing quest would be fun. --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
***No, you could easily set it up so that no demands were placed on the server. For example, a recipe that required 5 parrot feathers, berries, driftwood, knife/dagger, and a tiger tooth might only activate upon clicking a tiger tooth amulet: &amp;quot;You try to assemble your Tiger Fetish, but you are missing 3 parrot feathers.&amp;quot; In my opinion, there should be hidden flags for characters as well, &amp;quot;visited cave-in&amp;quot;, &amp;quot;visited oasis&amp;quot;, and so on, so that players would have to discover the Tiger Fetish recipe / assembly process first: by visiting some secret tunnel network, &amp;quot;Engraved on the stone walls is an elaborate recipe for assembling a Tiger Fetish, requiring ...&amp;quot; (if you are fluent at reading Native). --[[User:Tycho44|Tycho44]] 13:59, 23 June 2006 (UTC)&lt;br /&gt;
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* I just hope that this idea motivates players to try new things (&amp;quot;I'm going to join a clan that wears such-and-such a mask and attack the others! Yarr!&amp;quot;) and not feel that the game is just about collecting items (&amp;quot;Well, I got all the masks. I guess I'm done with the game.&amp;quot;). --[[User:Lint|Lint]] 18:02, 8 March 2006 (GMT)&lt;br /&gt;
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*Maybe the different masks have different effects, from some simple ones (attracting/scaring animals, making them less likely to attack or easier to hit) to the downright blatavt video game reference that turns you into a huge brown rocky guy who can punch boulders apart. OK, maybe not the second one. [[User:MorkaisChosen|MorkaisChosen]] 20:53, 9 March 2006 (GMT)&lt;br /&gt;
*I think that's something to be worked on in a separate suggestion. The point of this suggestion is to make useless &amp;quot;fancy hats&amp;quot; that neither add or take away from the established gameplay. However, in the eyes of certain players, they may be invaluable because of how they can incorperate such items into their goals and roleplaying. --[[User:Lint|Lint]] 23:52, 9 March 2006 (GMT)&lt;br /&gt;
**Bumping this good suggestion. Let's have some cowrie shells! (And The_Conch(tm), see next suggestion.) The barren ruins and huts seem so sad and pathetic right now, they need some wacky useless trinkets to tide us over... Maybe we need shovels to dig for treasure, too. Yarr! --[[User:Tycho44|Tycho44]] 06:06, 10 May 2006 (BST)&lt;br /&gt;
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=== Conch Shell Hunt ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, minigame|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=''Capture the Flag''-ish minigame. Somewhere on the island is a single conch shell item. It can be found by searching anywhere. It takes 1 inventory space and appears when anyone views their profile. When the conch holder is in the presence of other players, flavor text is added to the area description to inform the others that the conch holder is in the area. If the person in possession of the conch drops it, dies, or is idle for more than 5 days, the conch returns to the system. The person who holds the conch the longest gets recognized in the statistics. Killing the conch holder earns special bonus XP. Adept conch holder killers may also be recognized in the statistics. Problems: Someone with multiple characters could take advantage of having the conch on one character and reap the XP and fame with another. There will be a point where a race condition will occur and might result in multiple conches and a broken game.|&lt;br /&gt;
suggest_time=08:40, 5 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This kind of thing has been on my ideas list, although this is much more detailed version than the one-liner I had. --[[User:Simon|Simon]] 15:05, 5 March 2006 (GMT)&lt;br /&gt;
*''I'' have the conch! I'm allowed to speak! *ahem* I mean, um... &amp;gt;.&amp;gt;--[[User:Wifey|Wifey]] 07:21, 29 March 2006 (BST)&lt;br /&gt;
** Suggestions: (1) Skip bonus for the conch-killer and you remove incentive to zerg. (2) Have the conch break when the conch-bearer dies (respawns on a random beach) and you remove the race condition. (3) Give the conch-bearer an action to blow into the Conch. (You hear the booming echo of a conch being sounded to the south-east.) Maybe 50% chance of 1xp each time you blow the conch, just to give you incentive to attract attention to yourself. --[[User:Tycho44|Tycho44]] 02:31, 23 April 2006 (BST)&lt;br /&gt;
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=== Know your foes ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=As a native, I get killed a lot by outsiders, but I just can't strike back when I come back to life, as nothing allows me to identify my agressors amongst the outsiders I meet. I expected some basic language skill to give me access to clickable outsiders profiles, but it doesn't. So. I don't like much the fact that, in this game, the only alternative you have is &amp;quot;attack random outsiders&amp;quot; or &amp;quot;attack none&amp;quot;. I'd like to be able to protect myself without being too unfair to peaceful outsiders (and being part of some snowball effect).&lt;br /&gt;
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This would be partly solved by some profile access (allowing to check people's amount of human kills), or some limited displayed info on the present players (it would make -almost- sense for natives to automatically carry visible scalps or shrunken head of their victims, but I'm not sure how to justify the kills display in the case of outsiders, despite of the fact white men were actually quite fond of indian scalps at some time). Another useful tool would be some urban-dead-like contact list.&lt;br /&gt;
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Of course, ideally (but absurdly) the most useful stat to be able to see would be the number of kills of people without human kills at the moment of their death, but...|&lt;br /&gt;
suggest_time=15:08, March 16, 2006 (UTC)|&lt;br /&gt;
suggest_author=Leaf|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Perhaps seeing the profile of someone on the opposite side if you or they have the advanced language skill would be good, it would be cool to hang around with some natives without worrying about aggressors. --[[User:Grigoriy|Grigoriy]] 21:30, 18 March 2006 (GMT)&lt;br /&gt;
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*If you had a contact list and some way to target individuals on your list ala Urban Dead, I'm guessing that would probably help. Not so sure about the scalp display approach. --[[User:Simon|Simon]] 23:36, 18 March 2006 (GMT)&lt;br /&gt;
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*A contact list would be quite useful in Shartak. But also being able to read profiles, maybe through an &amp;quot;observe&amp;quot; button and scroll-down menu. For the moment, people just hit each other once, hoping to miss, in order to get a link to the other guy's profile. There must be a more rationnal way to quench this curiosity. -- Gone 13:36, 10 May 2006 (GMT+1)&lt;br /&gt;
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* Basic contact list functionality added. --[[User:Simon|Simon]] 15:08, 23 June 2006 (UTC)&lt;br /&gt;
** Can now edit the comments and change the type of the contact from friend to enemy or neutral. --[[User:Simon|Simon]] 11:17, 9 July 2006 (UTC)&lt;br /&gt;
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=== Forest Fire ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, natural disasters|&lt;br /&gt;
suggest_scope=Terrain|&lt;br /&gt;
suggest_description=This is a potential temporary minigame that will either lead to players to band together and save the island or perhaps just lead to all-out chaos. A fire script is created which designates one block as fire (it is identified by a little fire.gif in the background). Every 20 minutes the fire script will check if there is &amp;lt;del&amp;gt;Grassland or&amp;lt;/del&amp;gt; Jungle nearby with density from 1-10. If there is, it spreads to the next block. It will not spread to any other terrain (including villages and ruins). Thus, the best way to prevent the spread of the fire is by chopping vegetation down to 0. The initial fires will be placed randomly around the island. Actions performed in a fire occupied space deal 2 damage. For this event to be more devious, there should be a means to quickly restore vegetation (dropping driftwood, planting fruit, watering with gourds).|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*I like some things about this suggestion, I think it could work really nicely if there was also a rain algorithingamajig, so that maybe, if some part of the island dried out, wildfires could break out, or if it rained too much villages could flood and get swamped. Its a neat idea. -[[User:BananaBear|BananaBear]] 04:55, 17 March 2006 (GMT)&lt;br /&gt;
* I like the idea of rain and fire, however there's no telling if the server would handle the database access/calculations required when the number of players gets into the range that Urban Dead has. --[[User:Simon|Simon]] 11:17, 17 March 2006 (GMT)&lt;br /&gt;
** I thought it might be a bit much. Ah well. --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
** Not the idea of fire itself, that may well be quite feasible. I meant having rain causing flooding, or not enough rain leading to fires might be a bit awkward.. unless I can think of some way to reduce the work that needs to be done regularly. --[[User:Simon|Simon]] 23:38, 18 March 2006 (GMT)&lt;br /&gt;
* Maybe fires could also destroy huts, and then there could be a skill to rebuild them. Maybe even give people the ability to start their own fires. It might make for interesting tribal wars. -[[User:BananaBear|BananaBear]] 18:22, 20 March 2006 (GMT)&lt;br /&gt;
** Imagine what would happen if an ammo hut caught on fire!--[[User:Darkferret|Darkferret]] 04:32, 1 April 2006 (BST)&lt;br /&gt;
** I kind of wanted to restrict fires to the Jungle (removed my Grasslands comment from the original suggestion) since a lot of Huts provide resources for starting players and players that have just been revived. I think it would be unfair to prevent them with the opportunity to gather supplies. As a tactic, it may also be unfair. Native villages appear to be completely surrounded by burnable Jungle, while Outsider villages are bordered by the Beach. --[[User:Lint|Lint]] 19:46, 20 March 2006 (GMT)&lt;br /&gt;
** Good point. The pirates would be completely free of burning too. I still think a way to temporarily damage structures could be fun -[[User:BananaBear|BananaBear]] 19:59, 20 March 2006 (GMT)&lt;br /&gt;
** As a general rule, real world jungles don't burn terribly well, although there are a few notable exceptions (such as the Indonesian forest fires in 1997-98).  Grasslands, however, burn quite regularly, and in fact such fires are necessary for the good health of the grass.  Fire kills off sapling trees in the area which would otherwise grow to the point that they overshadowed and killed the grass.  I don't know whether the game has any grasslands large enough to make this kind of thing interesting, though.  --[[User:Jackdaw|Jackdaw]] 15:55, 25 March 2006 (GMT)&lt;br /&gt;
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=== The Ghost Elephant ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, miniboss|&lt;br /&gt;
suggest_scope=Event|&lt;br /&gt;
suggest_description=Somewhere on the island is an animal that exists purely as a temporary event. The Legendary Ghost Elephant - in reality, an aggressive albino pachyderm of incredible size - is said to roam the island of Shartak. Some Natives revere it, others desire to be recorded as the one who slayed it. Some Outsiders wish to study it, others desire to have it as a trophy. It behaves much like any other elephant on Shartak. However, it has a different label, an unfathomable amount of HP, and deals horrific damage. If you heal the Ghost Elephant with a FAK or Herbs, you receive double XP. And to further serve a challenge, don't place an HP cap on the Ghost Elephant, just give it a starting amount. If possible, a log of all actions performed on the Ghost Elephant should be kept by the server and revealed in the event that it dies.|&lt;br /&gt;
suggest_time=03:58, 17 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*Ha! I like this one, Lint, and simple to implement. It should really have a boatload of HP, as I think few will consider expending valuable healing items on it, when its far easier (and more rewarding) to hack away at it for 40 AP then make a run for it! --[[User:Jackel|Jackel]] 16:42, 17 March 2006 (GMT)&lt;br /&gt;
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*Arr! I would ride that ghost beast like a horse jus' fer fun, then slay 't t' sell its tusks t' them outsiders an' th' meat t' them natives. --[[User:El Pirata Cofresi|El Pirata Cofresi]] 17:46, 17 March 2006 (GMT)&lt;br /&gt;
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*In the Congo they refer to it as Mokele Mbembe - he who stops the flow of rivers - and it is rumoured to be a lost dinosaur.  The island could do with some cryptozoology. Would this creature be able to disappear or hide or move incredibly fast?  If not, then once one person finds it, they can just call everyone over to the same square.  This kind of defeats the mythical aspect as well as adding potential server problems. --[[User:Frisco|Frisco]] 18:24, 17 March 2006 (GMT)&lt;br /&gt;
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*I should make the animals attack back in near-realtime first (as in you attack them and they may or may not get an attack in).. just to add a bit of interest to it and stop people running up to the creature and hacking and then running away. Making an animal with an almost unlimited number of HP would be possible.. I guess probably start it with at least double a normal elephant and max of about a thousand HP to prevent people healing it to the point where it'd be impossible to kill. --[[User:Simon|Simon]] 18:37, 17 March 2006 (GMT)&lt;br /&gt;
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*It could be cool, especially if it moved around in a way that made tracking it possible, maybe by destroying the foliage, or moving in a pattern. Also having it move might help keep people from all winding up in one square beating it up. -[[User:BananaBear|BananaBear]] 18:41, 17 March 2006 (GMT)&lt;br /&gt;
**I've tried to offset the game's focus on combat by encouraging healing (double XP may be too much of a reward, so I'm willing to remove that), but that alone will most likely be not enough to counter the horde of blood-thirsty savages!&amp;lt;br&amp;gt;Healing with the Herbs and FAKs may actually be seen as healing the Ghost Elephant spiritually rather than merely physically, which is why it's health can grow high. I don't see a problem if it became near-unkillable. I like keeping some myths and legends around.&amp;lt;br&amp;gt;I thought that it would be best if it traveled like an elephant, but it is true that it limits the people that are able to participate in the event. Perhaps it should &amp;quot;teleport&amp;quot;, after a certain amount of time in an area - &amp;quot;A wall of fog sweeps in through jungle. When it fades, you see that the Ghost Elephant has vanished as well.&amp;quot;&amp;lt;br&amp;gt;I requested for a log of actions to determine who killed it, who attacked it the most, who healed it the most, and who got hurt the most. Also, rather than a recurring animal, I thought it would be best to release it as an event that occurs every now and then. Or maybe only once! --[[User:Lint|Lint]] 19:32, 17 March 2006 (GMT)&lt;br /&gt;
***Hmm, when the elephant reappears, it should give a loud trumpet which can be heard over a certain radius to increase the chance of players coming across it. Unless of course players would prefer that it were more stealthy. --[[User:Lint|Lint]] 23:25, 4 April 2006 (BST)&lt;br /&gt;
&lt;br /&gt;
*I like it. And of course, you needn't stick to land animals; a mysterious sea creature that patrols the island waters and is reported to be 30ft long could prompt more people to vernture into the waters for a glimpse/trophy etc. Sharks will also be a problem for those searching! --[[User:Malphas|Malphas]] 15:52, 19 March 2006 (GMT)&lt;br /&gt;
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*I ''love'' this idea.--[[User:Wifey|Wifey]] 07:08, 28 March 2006 (BST)&lt;br /&gt;
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*Great idea!--[[User:Paradox244|Paradox244]] 21:04, 24 May 2006 (BST)&lt;br /&gt;
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*Ah, yes! I was wanting to suggest 'rare' animals as a possible addition, to give variety to the fauna and to provide something for my clan to pursue.--[[User:John Sevier|John Sevier]] 19:17, 28 July 2006 (UTC)&lt;br /&gt;
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=== Auto Attack ===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=I've never liked the fact that while I am away from the game, things can happen to my character, like being chewed on by a tiger or slashed with a machette.  How about a setting where you can turn your character on to auto attack anything that hits you.  It should, of course, be user selected.  This would change the game mechanics a bit, as you could no longer move in on a target and attack it withough fear of a counter-strike.  To me this is far more realistic, in that even if you are sleeping, when somebody hits you, you're going to wake up and do something about it with whatever engery you have left.  &lt;br /&gt;
&lt;br /&gt;
An alternative selectable action might be an auto-run.  You can pre-specify the direction you want to run and how many squares upon being hit.  A character with trekking could stay alive just by running a few square whenever they are hit.|&lt;br /&gt;
suggest_time=02:34, 20 March 2006 (GMT)|&lt;br /&gt;
suggest_author=[[User:Qberry|Qberry]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* The main problem with this is that players will be discouraged from attacking other players, as this will become extremely dangerous, and the native warrior who wants the outsiderts out will effectively be penalised.[[User:MorkaisChosen|MorkaisChosen]] 15:47, 20 March 2006 (GMT)&lt;br /&gt;
* Sorry, but I don't like this. I feel that that this will lead to interactions with players that are no different than interacting with an NPC. Could someone theoretically max themselves out by just leaving this option on and checking in every now and then to make sure they haven't become a spirit? --[[User:Lint|Lint]] 17:28, 20 March 2006 (GMT)&lt;br /&gt;
* Yeah, I'm not a fan of being able to do something by not doing something, such as fighting or running without being there to fight or run. Also, would it be free of AP and IP hits, or would it be possible to come back and have no AP or hits left? It seems like these problems would wreck any sort of auto action. I can understand not enjoying being macheted while away, but I don't see any way around this. -[[User:BananaBear|BananaBear]] 18:20, 20 March 2006 (GMT)&lt;br /&gt;
* I must admit that I don't like the idea all that much, but if it was implemented it would probably be something that was user configurable. I don't think running away would make sense, but fighting back does. For example, no more than X AP to be used fighting back until you next log back in, and they wouldn't be used unless you had more than Y AP left. This way you could set X to 10 and Y to 6 and if you ran out of AP, set those values, it would be 2 hours (6 x 20m) before you were likely to attack, and it would use no more than 10 AP fighting back. Because the values are configurable, it would be hard to know who would fight back and who wouldn't. Setting X to 0 would disable the feature. I think probably the attacks would gain XP if successful, same as normal, but because you wouldn't be able to set the number of AP to use to more than your max AP value, it would be impossible to level up a character by simply leaving them alone (not to mention you would disappear from the map after being idle for a bit). --[[User:Simon|Simon]] 21:01, 20 March 2006 (GMT)&lt;br /&gt;
* i like the idea of counterattack , but with some limits. You have only a % of counterattacking someone (25%?) , you don't consume AP , you don't get XP. But , whit wich weapon do you attack?--[[User:JonesDye|JonesDye]] 10:05, 27 March 2006 (BST)&lt;br /&gt;
* The impetus behind auto-attack is to lessen the chance and impact of Badness happening to your character while you're away, but auto-attack isn't the proper solution to this.  Shartak's appropriate skill would be jungle hiding, though a construction skill would work too, if we want to be more like that other game. --[[User:Frisco|Frisco]] 13:51, 4 April 2006 (BST)&lt;br /&gt;
* What the animals are doing now is basically what I was saying should be an option for players.  In fact, now that the animals counter-attack, it's become far more safe to attack a high-level soldier than it is to attack a parrot.  All the more reason to implement this feature.  It will also introduce more strategy into gameplay, such as how many AP to reserve for counter attacks, etc.  It could be as simple as: enable auto-attack (toggle), if enabled, select weapon (pull-down menu), select AP to stop self-defense (pull-down?).  If you select 0, you'd attack until exhausted or they left.  If you select some non-zero, you'd attack until you were down to that amount.  I kill a lot of other players, but I still say this would be very good for game mechanics, especially considering the new animal behavior.  --[[User:Qberry|Qberry]] 06:00, 1 June 2006 (GMT)&lt;br /&gt;
** I would only agree with that one if it was only against animals. I don't think auto-defense was a good idea ''at all'', but now that it's in, I think that ours should only work against NPCs.--[[User:Wifey|Wifey]] 20:11, 1 June 2006 (BST)&lt;br /&gt;
*** Unfortunately this could only exacerbate the Banshee Wailing Spam problems. An auto-defense option is worthless against spirits, and Banshee Wails could easily be the leading cause of damage and death in Shartak (during May 2006). Implement Exorcism before worrying about AP-costs and pull-down-menus for melee parry defense systems. --20:48, 1 June 2006 (BST)&lt;br /&gt;
**** Exactly. Actually, I've been thinking more on this. It's really a good thing that the animals are so dangerous now. The focus should be more on the struggle between natives and outsiders. Plus, it makes Animal Affinity that much better, which gives a good reason to play a villager or a settler.--[[User:Wifey|Wifey]] 23:48, 1 June 2006 (BST)&lt;br /&gt;
*I support this idea in theory, but of course it must be approached carefully. I like JonesDye's idea of not gaining XP for counter-attacks, and there are so many other factors to consider. QBerry-- you should start a thread about this in the forums to get all sides of the debate and get discussion going. This could be a great feature if implemented correctly. [[User:Arminius|Arminius]] 00:47, 4 June 2006 (BST)&lt;br /&gt;
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===Flavor Text===&lt;br /&gt;
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this section is where &amp;quot;users&amp;quot; add &amp;quot;flavor&amp;quot; to the game, im just suggesting that every few steps the computer say a message depending on location, here ill give a few examples:&lt;br /&gt;
&lt;br /&gt;
*'''grasslands'''&lt;br /&gt;
**the grassy field sways under the wind's rush as you take a step.|&lt;br /&gt;
**something far off squaks and makes a strange throaty bellow.|&lt;br /&gt;
&lt;br /&gt;
*'''water'''&lt;br /&gt;
**a wave crashes calmly in the distance|&lt;br /&gt;
**a spalsh can be heard from far off|&lt;br /&gt;
&lt;br /&gt;
*'''jungle'''&lt;br /&gt;
**a parrot's call can be heard distantly|&lt;br /&gt;
**the bushes nearby are rustling from the small wildlife in them|&lt;br /&gt;
&lt;br /&gt;
*'''village (outsider)'''&lt;br /&gt;
**the smell of gunpowder wafts into your lungs|&lt;br /&gt;
**the smoke comming from a nearby hut smells of fresh turkey|&lt;br /&gt;
&lt;br /&gt;
*'''village (native)'''&lt;br /&gt;
**the shaman's voice can be heard traveling through the village|&lt;br /&gt;
**you step on the bones of what appears to be a rattlesnake|&lt;br /&gt;
&lt;br /&gt;
*'''beach'''&lt;br /&gt;
**the hot sand burns your feet, yet feels wonderfully different|&lt;br /&gt;
**several sea shells catch your eye from far off|&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
please feel free to update these with more, as they are just a list (if simon decides to) that will be used for flavor.&lt;br /&gt;
i want to do this because the game gets kinda boring simply traversing through square after square&lt;br /&gt;
&lt;br /&gt;
''Comments''&lt;br /&gt;
* One of the noticeable, distinct aspects of that other game are the different messages for each building; i really like this idea.  A criticism, though - i'd refrain from mentioning living animals/people or useful items in the descriptions, they could be confusing to newbies.  In other words, &amp;quot;a parrot's call can be heard distantly&amp;quot; isn't appropriate, and &amp;quot;the shaman's voice can be heard traveling through the village&amp;quot; might not be appropriate if the shaman is currently dead. The following could substitute: &amp;quot;You see a large ant colony busily rebuilding their hive&amp;quot; (an animal that has no game impact) and &amp;quot;The spirit of Shubar is felt all around you&amp;quot; (doesn't matter if Shubar is alive or dead). --[[User:Frisco|Frisco]] 14:05, 4 April 2006 (BST)&lt;br /&gt;
* I sort of feel like this is something that could easily be put together with a Greasemonkey script. It would be nice, but it isn't really necessary. --[[User:Lint|Lint]] 05:35, 5 April 2006 (BST)&lt;br /&gt;
:* See the end of the list at [[The Shartak Wiki:Community Portal#Greasemonkey scripts]]. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 23:31, 11 June 2006 (BST)&lt;br /&gt;
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===slots/ new inventory===&lt;br /&gt;
slots and inventory could be implemented where, a picture of a silhouette was shown, with names of equiped items in slotted areas, ex: you skin a goat, find some sharp rocks and fashion yourself some claws, you then put them on, giving you +1 damage to all melee attacks&lt;br /&gt;
[[Suggestions:Items#animal wearings|animal wearings]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Comments below&amp;quot;&lt;br /&gt;
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Making Claws? and not &amp;quot;all melee attacks&amp;quot; but only punch attacks --[[User:Slith|Slith]] 06:45, 29 March 2006 (BST)&lt;br /&gt;
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I don't see why you need item slots for this. Having a pair of claws in the inventory would just improve punch damage by 1. That said, I don't like the idea of making oneself claws. Seems a little silly, when you have actual weapons around. Seems a little silly, either way, really. Perhaps that's just my sense of aesthetics, though, and not that of the majority of the players.--[[User:Wifey|Wifey]] 06:37, 4 April 2006 (BST)&lt;br /&gt;
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===Boat Construction===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=|&lt;br /&gt;
suggest_scope=|&lt;br /&gt;
suggest_description=Boats wouldn't be able to go into The very deep water people can't go into because the tides would rip them apart but could go move in all water for only 1 AP and it also prevents sharks from biting you. Multipule people could get into a boat based on how much wood is used, like &lt;br /&gt;
n*.001 x 1 = People Where n = The amount of wood used.&lt;br /&gt;
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''Edit'':&lt;br /&gt;
&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;
&lt;br /&gt;
5-6: Boat&lt;br /&gt;
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7-9: Large Boat  &lt;br /&gt;
&lt;br /&gt;
10-24: Huge Boat&lt;br /&gt;
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25 and up: Gigantic Boat|&lt;br /&gt;
suggest_time=06:42, 29 March 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Slith|Slith]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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*check out the skills section, i already suggested something like that.... anyway, check it out --[[User:Richard Rose|Richard Rose]]&lt;br /&gt;
*While the huts are handled in Richard's suggestion, I am interested in the boat aspect. I think that placing multiple players on a boat will be troublesome. Who decides where the boat goes - the server? the first player on the boat?&amp;lt;br&amp;gt;It's also important to keep in mind that we already are offered a skill to help with moving in water - '''Swimming'''. If we are to introduce rafts, there should be some mechanics set in place to minimize their usefulness.&amp;lt;br&amp;gt;Perhaps carrying a raft through non-water terrain doubles movement cost to discourage players from carrying one everywhere. Perhaps the raft only has a limited amount of moves in deep water before breaking up. --[[User:Lint|Lint]] 22:44, 29 March 2006 (BST)&lt;br /&gt;
** Yeah I changed the suggestion based on your suggestion's :) --[[User:Slith|Slith]] 04:40, 30 March 2006 (BST)&lt;br /&gt;
*&amp;quot;Welcome to the Shartak ferry sevice. Please pay the captain your fee of 3 coins. We will be departing for the pirate ship in 3 hours. The captain has locked the destination coordinates and will not change directions unless the boat's integrity is threatend. We will arive in 50 AP + 10 AP per passenger + 5 per day due to drift. You are encouraged to help paddle the boat as this will help us arive sooner. If you decide to leave the boat at any time we will not refund you or allow you to reboard. Please do not pull out any corks or kick any boards as the boat is fragile and will sink if badly damaged.&amp;quot;--[[User:Darkferret|Darkferret]] 05:06, 1 April 2006 (BST)&lt;br /&gt;
** Yeah ^^ That too --[[User:Slith|Slith]] 00:48, 3 April 2006 (BST)&lt;br /&gt;
* Boats sound cool. There are a lot of different ways to implement boats that aren't that complicated. Here's one example: suppose that a boat can hold 4 people. Anyone who wants to control the boat spends 4 AP to move the boat one square (larger boats move more slowly). Thus the boat could wander back and forth depending on who currently has the helm, but is unlikely to travel faster than a swimmer. Anyone (native or outsider) can dive overboard or climb onboard at any time, and the boat can be chopped up and destroyed by enough effort. ... The way I envision it, a boat never leaves the water -- the boat gets constructed on a beach square and then can only be moved onto water. It is never an inventory item. --[[User:Tycho44|Tycho44]] 09:31, 2 June 2006 (BST)&lt;br /&gt;
**That's a good idea. I would go so far, though, as to say that it has to be constructed in shallow water.It would just make it easier. I would propose that the boat require four pieces of driftwood, plus two for every extra person. Thus a 1-man raft would be 4 pieces, a 2-man raft would be 6, a 3-man would be 8, and so on.--[[User:Wifey|Wifey]] 18:26, 2 June 2006 (BST)&lt;br /&gt;
***Although there's no reason not to require, umm, a boatload of wood for construction, rather than just 2 + 2 per person. If the boat has any advantages at all over swimming, you could easily require huge quantities of wood without game imbalance. The original suggester had 1000 pieces per person, that's over the top, but why not 18 wood per person or something. That means N sailors could build an N-person boat in a single day searching at Shartak's [[Boatyard]]. Although construction might require another day of additional AP, and a hammer... --[[User:Tycho44|Tycho44]] 23:07, 2 June 2006 (BST)&lt;br /&gt;
****I'd be in favor of boat construction, but it should be ''significantly'' harder and MUCH more time consuming to work, really only the most hardcore players should try it. Realistically, a person should need about 20 pieces of wood to displace their own body weight, so 20 wood per person is about right. It should take at least a week of devoted searching to come up with this amount for one person, and would require a fair amount of organization to build a large craft, but come on, its a BOAT! Virtually no attacks from anyone ever! Easy access to hard-to-reach islands! It should be extremely rare and time-consuming to do this IMO.--[[User:Jackel|Jackel]] 05:18, 3 June 2006 (BST)&lt;br /&gt;
* i reckon the boat idea would be great especially for the CP so we are land police of york and water police of york!,hopefully this does work out!. [[User:Riddick|riddick]] 21:17 10 June,2006 (GMT).&lt;br /&gt;
*If boats are implemented, wouldn't it make sense to allow pirates a special skill regarding them? After all, the pirates on Shartak were all sailors before wrecking their ship.  It would only make sense if they (for instance) used fewer AP to sail or something similar. [[User:Black Joe|Black Joe]] 8:53, 11 July 2006 (GMT)&lt;br /&gt;
*I think that boats could add a valuable dimension to the game once more pressing issues (such as spirit exorcism/warding) are dealt with and the active population of the island grows by a few hundred (because boats would spread players out over an even larger area and make people even harder to find outside of camps). Anyway, here are my ideas.&lt;br /&gt;
**Regarding boat speed, realism would demand that boat travel be faster than swimming in at least some cases. At best, a boat should be able to travel from York to Derby (for example) faster than anyone could make the trip on foot (~160 AP with ''trailblazing''; see [[User:Elembis/Sandbox#Camp travel distances|my sandbox]]). Furthermore, a four-person crew should be able to outrun or at least keep up with a boat with just one person onboard. I think a boat should move for 1.5 AP regardless of how many people (up to 4) are in it. With cooperation, a full crew could make the York-Derby trip (~276 squares east to west) in 276 &amp;amp;times; 1.5 / 4 = 103.5 AP per person, or a little under a day and a half. A 1.5 AP move cost for boats would make swimming faster for a single player in shallow water but not in deep water, and a crew of two or more people would be able to outdistance any swimmer.&lt;br /&gt;
**The boat would have a virtual helm, and only players at the helm (captains) would be able to set the boat's course (one of the eight compass directions) and sail off-course if they desired. Non-captains would only be able to move the boat in the direction of the course or the two adjacent directions (so a NW course would only allow them to move N, NW and W). The helm could be shared, but only an empty helm could be taken (i.e., you have to kill the captain(s) first). This would keep players from climbing aboard and sailing far off-course (or perhaps to shore in hostile territory). A captain who left the boat would return as crew and would need to be promoted again by whoever had the helm.&lt;br /&gt;
**Boats could be entered, exited, or boarded from another boat for 1 AP. Players would leave boats (1) voluntarily, (2) by being killed, or (3) if they were not a captain and a captain forced them off for 1 AP.&lt;br /&gt;
**Construction would occur on the beach, as Tycho suggested. (A one-time script would flag beach squares next to water, and construction of boats would only be possible on those squares.) It would progress one piece at a time to (1) avoid unrealistic near-instant boat construction and (2) to allow multiple people to contribute driftwood to the effort. There would be a 1 AP &amp;quot;Build&amp;quot; button and a dropdown box for all boats on the square. (&amp;quot;[Build] &amp;lt;nothing / Ye Olde Boat&amp;gt; with a piece of driftwood.&amp;quot;) After contributing a piece of driftwood a player would see how many more pieces the boat needed. There would also be a form for starting a new boat with one piece of driftwood. (&amp;quot;[Start building] a new boat named [text input].&amp;quot;)&lt;br /&gt;
**Boats would be attackable with melee weapons and could disintegrate slowly (1) when they are unoccupied, (2) when they have been under construction for more than a week, and (2) as they travel. A boat would only disappear from the game if it had 0 HP and had been that way for an entire week. (A script could run every ''x'' hours to check for unoccupied boats and damage them, and a nightly script could check for destroyed and abandoned boats and delete them.) For realism and gameplay, it should be easier to kill all four passengers on a boat than to destroy the boat itself as well as more rewarding (i.e., hurting a boat would yield few XP, if any). Attacks that targeted the boat would be visible to everyone onboard just as if they themselves were being attacked. Players onboard would be attackable by anyone on the square, whether the attacker is riding in another boat or swimming. (If sailors were not attackable, natives raiding outsider camps would be able to take sanctuary in boats just offshore.) Giant squids would attack boats about as often as they attacked the people onboard (unless a passenger had attacked the squid, in which case the squid would focus on that player until they were dead). Sharks, however, would leave boats and their occupants alone. &lt;br /&gt;
**Most important, in my opinion, is that the best boat builders and/or repairers would be settlers, villagers and pirates. While boat construction would be too fun to not share, those three classes need unique skills. An exclusive repair skill might be appropriate; unskilled captains would push a boat until it couldn't go anywhere (or hire someone to repair it), but settlers/villagers/pirates would be able to repair boats (including any abandoned ones they found). Fully repairing a nearly destroyed boat should probably be about half as expensive, in terms of both AP and driftwood, as building a new one. Needless to say, boats could be a real chore to implement, but they would surely make the game even more distinctive and rich. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 20:48, 30 July 2006 (UTC)&lt;br /&gt;
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===Poisoning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, status effect, balance|&lt;br /&gt;
suggest_scope=All classes, primarily Warriors|&lt;br /&gt;
suggest_description=Currently, the blowpipe can only carry 1 dart, yet weighs the same amount of inventory space as a rifle with 2 bullets. If you were to pit a fully leveled Soldier armed with loaded rifles against a fully leveled Warrior armed with loaded blowpipes, the battle is in favor of the Soldier who requires less time to reload while inbattle and dealing superior damage. (rifle's 5 to blowpipe's 4).&lt;br /&gt;
&lt;br /&gt;
To address this, I would propose that poison darts actually cause poisoning. Poisoning would behave much like a shark bite - causing 1 HP damage per action performed until they are administered a FAK or medical herbs. A character can die if poison is left untreated. The attacker receives no additional XP for this kill or the damage dealt from poison. Poisoning would not stack, but it would be possible for a character to suffer from both poison and shark bites. The introduction of poison may require the dart's damage to be reduced to something substantially lower. Perhaps a default of 2 HP inflicted.&lt;br /&gt;
&lt;br /&gt;
Up for discussion - does poisoning have a percent chance of occurring, an AP lifespan (only lasts 10 moves), and perhaps only works on non-npc characters?|&lt;br /&gt;
suggest_time=18:38, 6 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
&amp;lt;!-- COMMENT **BELOW** THIS LINE - DO NOT DELETE THIS LINE --&amp;gt;&lt;br /&gt;
*Sounds great! I've heard that some of the toxicins used to poison darts can induce illutions. It would be interesting if poisoning increases AP usage for certain actions or even better imagined enemies (that Sixth Sence could pick out).--[[User:Darkferret|Darkferret]] 08:24, 7 April 2006 (BST)&lt;br /&gt;
* Have you seen the size of the some of the blowpipes that certain tribes carry? They're anything from 6 to 10 foot long! It's hardly surprising that they occupy the same inventory space as a rifle :) On the other hand, poisoning from darts sounds like a good idea.. I don't know that they should poison forever though, maybe for a limited number of AP, but perhaps have the effect be cumulative up to a certain point? Get shot 5 times and you lose 1 HP for every AP used for 5 x whatever the limit is. Does that make sense? --[[User:Simon|Simon]] 21:16, 7 April 2006 (BST)&lt;br /&gt;
***Exactly - e.g., each poison dart that hits adds 2 AP to the poison duration, and while poisoned, you lose 1HP per AP used. The Poison Dart would eventually inflict 6 hp of damage, offsetting the extra damage and double barrel of the rifle. --[[User:Tycho44|Tycho44]] 07:22, 12 April 2006 (BST)&lt;br /&gt;
**That might work, that way the Warrior has incentive to continue using the blowpipe multiple times on a target rather than just switch to their machete after the poison takes effect. Add to the character table a boolean flag (Poison = True) and give it a Poison Timer int. When the timer reaches 0, the Poison gets flipped to False. When the character dies or a FAK or Herb is applied, the Poison gets flipped to False and the timer gets set to 0. If the flag is True and they're poisoned again, stack the timer. I'm going to put forth this suggestion to the Forum. I don't have a lot of experience with using the blowpipe (I'm a machete guy) so they should weigh in on this. --[[User:Lint|Lint]] 22:17, 7 April 2006 (BST)&lt;br /&gt;
* Or how about you can find [http://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity frogs] and use them to put differnt posion effects on your darts? --[[User:Slith|Slith]] 04:57, 11 April 2006 (BST)&lt;br /&gt;
:*If we're adding poison dart frogs, I demand that they be lickable. It wouldn't be right, if you couldn't lick the poison dart frogs.--[[User:Wifey|Wifey]] 20:14, 11 April 2006 (BST)&lt;br /&gt;
::* Ok... then some benifical frogs too! And people can't tell the diffrence between them unless they get some skill? --[[User:Slith|Slith]] 06:27, 17 April 2006 (BST)&lt;br /&gt;
*Bump! Awaiting a short lifespan (eg 4hp) additional poison effect for poison darts. And/or Native-only Poisoning skill so that Snake + Dart = uberdart that causes permanent poisoning (aka shark wound). --[[User:Tycho44|Tycho44]] 20:51, 1 June 2006 (BST)&lt;br /&gt;
* Short lifespan poison effect added a little while ago. --[[User:Simon|Simon]] 22:43, 29 June 2006 (UTC)&lt;br /&gt;
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===PvP Protection===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics, pvp, nopvp, vs, player versus player|&lt;br /&gt;
suggest_scope=All Classes|&lt;br /&gt;
suggest_description=A full implementation of player versus player protection. This would be a nice feature for newbies allowing them time to adjust to the game without getting slaughtered. I envisage something allowing you to enable nopvp without the ability to disable for at least 100AP. Also when you hit a player who is flagged nopvp then you would get a message along the lines of &amp;quot;As your blade bounces off an invisible shield you suddenly notice a shamanic medicine pouch around the neck of target, they are protected, it would be pointless to continue to attack target.&amp;quot; where target will be replaced by the players name.|&lt;br /&gt;
suggest_time=10:00, 13 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Iamtas|Iamtas]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* This is a good, well-thought suggestion. But while I don't generally like PKing, I think it is important to keep it available to those that do enjoy it. With XP penalties and easy resurrection, PKing not ruining the game from my perspective and it shouldn't be restricted further. I would not mind a method of informing players that view my character profile to see that I am flagged for pvp or not, but I am against preventing PVP without purchasing such an ability. --[[User:Lint|Lint]] 21:16, 13 April 2006 (BST)&lt;br /&gt;
* New players already get an AP bonus and need less XP to level; I don't see the need for a newbie specific ability.  I'd rather see a safe area over a moveable system - something like a sacred hut in native villages and a guard hut in outsider villages which anyone who hasn't attacked another player in 100 AP can enter and within which all PvP activity is prohibited, wastes AP, or perhaps results in HP loss only to the attacker (&amp;quot;Your attack has angered the mighty (spirits or guards) in the area; they smite you&amp;quot;).--[[User:Frisco|Frisco]] 04:12, 14 April 2006 (BST)&lt;br /&gt;
*Having both a PvP pirate and a pacifist shaman, and having been PKed on both... I don't like this idea. I like the 100AP newbie status. I don't like the &amp;quot;enabling&amp;quot; nopvp. Sorry. Death is a part of the game. If you walk into a tribe of hostile headhunters, they aren't going to just stand by and let you through--no matter how peaceful your business.--[[User:Wifey|Wifey]] 04:27, 14 April 2006 (BST)&lt;br /&gt;
*I'm aware that new players get extra AP and newbie protection isn't what this is about. It is more useful for being protected from the players that sit in their home town bashing away at their own folk. Even with that said my main reason for nopvp was for another idea I have for a skill track that at the time of thinking about it I thought would require a nopvp implementation. I may post the skill track idea sometime when I have finished thinking about all the details.--[[User:Iamtas|Iamtas]] 12:07, 14 April 2006 (BST)&lt;br /&gt;
*How about you can't be attacked in your village/settlement by people that come from your village/settlement? --[[User:Slith|Slith]] 06:30, 17 April 2006 (BST)&lt;br /&gt;
*As much as I don't care for PK-ing (especially against newbies like me!), it is something many people enjoy (and I am in full agreement with [[User:Wifey|Wifey]] about how newbies could visit enemy territory and be invincible) and is an excellent way of gaining XP if you choose to do so.  I second the notion of having a PvP free hut in each settlement/village; perhaps disable the attack command entirely while in there? As a penalty for using such a hut, there should be no resource items there, so that players will still need to 'risk' being in resource huts to restock. Or, at least charge 5AP to enter (you have to talk your way in or at least convince the guards to allow you entrance; thus people who 'play it safe' will need to conserve their AP as they are not taking risks).  One of the hallmarks of games like this is AP managment, and most of us learned that the hard way...--[[User:John Sevier|John Sevier]] 19:28, 28 July 2006 (UTC)&lt;br /&gt;
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===New strategic location on island===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New location, Game mechanics, |&lt;br /&gt;
suggest_scope=N/A|&lt;br /&gt;
suggest_description=I think the addition of one or more major new &amp;quot;strategic&amp;quot; locations on the island would greatly improve the game. What exactly it would be can be worked out, all it really ''has'' to be is very valuable to occupy and far away from any village or town (i.e. far away from any shaman). Both sides would rush to occupy this location and would fight each other for control of it.&lt;br /&gt;
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This would have 3 major benefits for the game that I can see: 1) It would get the action away from towns/villages/shamans, 2) It would make death more meaningful and make killing an enemy meaningful (all death means in towns/villages now is having to float five spaces or so to the shaman and then you get a free revive. There are no easy/free revives out in the center of the island, you would lose both location and the 50 AP to contact, unless you decide to stick around and play as a spirit), 3) It would give people a goal in the game, a major location to fight over and defend, a location that isn't pointless to fight over, as towns/villages are because they cannot be taken. All in all it would have the benefit of making the game more fun.&lt;br /&gt;
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As far as what the new location would be exactly, one idea could be gold mine(s). They would be valuable because standing on a gold mine square would give you 1 gold coin/hr and require no AP expenditure. The specifics of this are wide open and dont even much matter, as long as the location is far from settlements and very valuable to occupy so players will flock out there and fight for control, making for an exciting time and making killing enemies non-pointless.&lt;br /&gt;
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If implemented, it should only be one new location at first, with maybe a couple more introduced later once things get going. The location should have a name, and it should be relayed to players in the form of Game News so that everyone knows of its existance and where it is in general terms, e.g. &amp;quot;A gold mine was discovered just south of the mountain, Natives and Outsiders are both rushing out there for control&amp;quot;.&lt;br /&gt;
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''Note: One of the raisons d'etre for this suggestion has been eliminated with the shaman changes, so this suggestion is less relevant than it was and in some ways outdated. It might still be workable, though it will have to be approached differently.'' [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)|&lt;br /&gt;
suggest_time=21:02, 22 April 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Arminius|Arminius]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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* I realise it was just an example, but 1 gold per hour without any AP requirement is probably a bit much. Definitely something to expand on though. I like it. --[[User:Simon|Simon]] 21:46, 22 April 2006 (BST)&lt;br /&gt;
** For example, award 1 gold coin to any one player at random who is on the mine for at least the full hour. Or only award 1 gold coin at random to any one player if only one side occupies the mine -- if both outsiders and nativers are present, they are fighting for control and no one is mining. Generally speaking, 24 gold coins per &amp;lt;s&amp;gt;hour&amp;lt;/s&amp;gt;day fed into the entire game will not mess up the economy -- that's probably less than 75-150 AP of searching (and a trip to the trading hut).   Alternatively, allow players to search the area with a &amp;lt;s&amp;gt;15%&amp;lt;/s&amp;gt; 40% find rate for one gold coin, as long as none of the opposing faction are present in the square. Drawbacks: (1) This sort of high-impact location could also increase zerging/cheating, which wouldn't be fun for anyone. (2) A gold mine could rapidly devalue gold coins until they're effectively worthless, ending the &amp;quot;value&amp;quot; of the mine. --[[User:Tycho44|Tycho44]] 02:22, 23 April 2006 (BST)&lt;br /&gt;
***Giving out small numbers of coins to only a certain percentage of the people on the mine square seems too low a reward, while the original 1 gold coin per hour is definitely too high. But unless people get something tangible every hour that they stand there, people may not bother to fight for control of the mine, which is the whole point. Here is an idea: Make a new item called &amp;quot;gold nugget&amp;quot;. Every hour that you are standing on the gold mine square and your faction controls it, you get one gold nugget. Then create a hut 1 square adjacent to the mine and inside have an NPC called &amp;quot;gold prospector Jim&amp;quot; (for example), who will &amp;quot;cash in&amp;quot; your nuggets, 10 nuggets (or 5, or whatever is deemed the best number) for one coin. Gold nuggets on their own would have no value. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
****You could achieve the same effect without creating a prospector hut just by giving a straight 10% (or 20%) chance of 1 gold coin each hour. (To me a single &amp;quot;prospector Jim&amp;quot; gets a bit sketchy if a thousand people are rushing the mine...). In my opinion, you get better scalability and realism if the gold-per-person decreases as people increase. If there are a thousand people on the mine, then each person gets only 5% chance per hour (=50gc/hour production). If there are 10 people on the mine, then each one gets a 100% chance per hour (=10gc/hour production). Gold can't be earned from the mine when competing factions are on the location, creating a contested site is the purpose of implementing this suggestion. --[[User:Tycho44|Tycho44]] 09:41, 2 June 2006 (BST)&lt;br /&gt;
::::If there is a 10% chance to get one gold coin per hour, and if during a large portion of the day both natives and outsiders are on the gold mine square so no mining is going on, then the odds would be that the lots of people would get 0 gold coins (or very few) before being killed, a total waste of time for them, and they might not bother going back after they're killed, which defeats the gold mine's purpose as a strategic location that people will fight over. This is why I say people need something tangible every hour. In fact, that should be revised to &amp;quot;something tangible every AP turnover&amp;quot;, i.e. every 20 minutes. Even if someone is there for only a short time, they should have something to show for it, which they almost certainly wouldnt with a low % chance per hour of getting one gold coin. Your idea of scaling the gold that the mine produces could be implemented by making Gold Prospector Jim give fewer gold coins the more nuggets he receives. In other words, a gold mining version of the current trading system. Since he will have received 0 gold nuggets as the mine is first discovered, one gold nugget could trade for one gold coin, and as more people start cashing in, the value of a gold nuggest would go down, to where he wants 20 or so nuggets for one gold coin. The value would fluctuate throughout the day and week as people cash in more gold nuggets. This way, scalability is achieved while continuing to be able to reward something tangible every AP turnover. Also, I would say gold nuggets should take 0 inventory space just like gold coins, since in theory 72 could be given out per day to one person, and that would fill up anyone's inventory, allowing them to not receive any more.  [[User:Arminius|Arminius]] 00:27, 4 June 2006 (BST)&lt;br /&gt;
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* An alternative to the gold mine would be some kind of ancient treasure hoard, so not just gold coins but also statues, ancient armour and maybe some pretty nasty weapons. However, to get the good stuff you'd have to go into the trap-filled maze and actually make it into the chamber where the treasure is. With spirit-proof doors so people don't just die, go in, find the correct route, revive and go in...[[User:MorkaisChosen|MorkaisChosen]] 17:33, 24 April 2006 (BST)&lt;br /&gt;
**This is interesting but seems overly complicated, and seems like more of a one-shot kind of thing, but most significantly there is no real value in holding such a location. A gold mine would be a simple, straightforward, and constantly of high value to occupy. Also, once one person finds the way through the maze, soon everyone would know. [[User:Arminius|Arminius]] 14:57, 29 April 2006 (BST)&lt;br /&gt;
***Good point... Ignore my suggestion, it's not very good... [[User:MorkaisChosen|MorkaisChosen]] 12:27, 2 June 2006 (BST)&lt;br /&gt;
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===Life cycle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=balance change|&lt;br /&gt;
suggest_scope=NPC animals|&lt;br /&gt;
suggest_description=Currently the main way of leveling up is by killing things (i.e. NPCs &amp;amp; characters) I suggest there be some sort of life cycle for animals. For example, when there are massive amounts of tigers being killed less spawn. But if everybody leaves tigers alone, more spawn. If would look something like this:&lt;br /&gt;
:0-5% of animal type killed, x5 spawn rate&lt;br /&gt;
:6-15% of animal type killed, x2 spawn rate &lt;br /&gt;
:16-45% of animal type killed x1 spawn rate&lt;br /&gt;
:46-75% of animal type killed x0.5 spawn rate&lt;br /&gt;
:76-99% of animal type killed x0.1 spawn rate&lt;br /&gt;
:100% of animal type killed, animal is extinct&lt;br /&gt;
&amp;lt;br&amp;gt;This forces people to find alternative ways to gain Xp (possibly more lucrative ones?)|&lt;br /&gt;
suggest_time=03:22, 29 May 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:One of many doctors|One of many doctors]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I have the funny feeling that animals would start going extinct, which would just be a pain. I'd rather not see this one implemented.--[[User:Wifey|Wifey]] 15:50, 29 May 2006 (BST)&lt;br /&gt;
: Would work if there was a total animal population that was always kept, so if tigers start to become extinct more deer appear, but this would lead to an island of only elephants.  Would also work if the animals that were extinct reemerged later on, then it would just be annoying.  But the goal of &amp;quot;find alt ways to gain Xp&amp;quot; won't be realised via this manner - it would instead lead to more player vs player action.  Instead of taking away our current methods, perhaps other methods of xp gaining could be added, like the agriculture skill, or some current activities could have an xp bonus (we get xp for uncovering trees, why not for finding fruits? Could trading become xp-worthy?).--[[User:Frisco|Frisco]] 16:47, 29 May 2006 (BST)&lt;br /&gt;
:: I don't know why we should force people to find the lucrative alternative ways to gain XP. Animals are extremely rare in some areas of Shartak, and PKing and PvP is common. Banshee wailing spam, punch-heal farming, and gratuitous healer orgies are annoying enough already. Basically, the non-healing/non-harming XP paths need to be more viable: XP for exploring, chopping, discovery, contacting foreign villages, and so on. --[[User:Tycho44|Tycho44]] 10:01, 2 June 2006 (BST)&lt;br /&gt;
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===Message in a bottle===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=New item, message system|&lt;br /&gt;
suggest_scope=All characters in Beach terrain|&lt;br /&gt;
suggest_description=Much like the &amp;quot;make signpost&amp;quot; action, creating a message in a bottle will only be available to players standing in Beach terrain. Unless the &amp;quot;Refillable containers&amp;quot; suggestion is implemented, to create a message in a bottle will require a bottle of beer, bottle of rum, or bottle of water and some newer items - parchment and charred driftwood or berry paint. There would be a textarea and a button, much like the existing message actions. Upon clicking the &amp;quot;make message&amp;quot; button, the items required are removed from the player's inventory and their text message is added to the database.&lt;br /&gt;
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Although it would be neat to actually see the bottles floating in the water and following unique movement patterns, that would lead to some very cluttered areas. So instead the message in a bottle becomes a rare search result in Beach terrain.&lt;br /&gt;
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When a player finds a message in a bottle the system generates a random number and selects the associated message to that number from the database. After reading the message, the player has the option to destroy or return the bottle. Destroying the message in a bottle removes it from the database. Returning it throws the bottle back into the sea to be found again. There should probably be a default message in the event that all the unique messages are destroyed or the search odds could be modified to reflect that there are no more messages in a bottle to be found.&lt;br /&gt;
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Each message could also have a stat to display how many times the message was read before.|&lt;br /&gt;
suggest_time=05:33, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Nice idea. I'd rather have the message bottle also be rare-findable in water. I think it'd be kind of neat to have some items found in water, even if only text messages generated by other players. The suggestion does await parchment, although I think that berries alone would be sufficient for ink (&amp;quot;you write in berry juice&amp;quot;) rather than requiring a separate ink item. Implementing parchment might get a bit complicated - I'd prefer a very streamlined approach so that players aren't carrying around six (or 71) different message'd parchments at once. --[[User:Tycho44|Tycho44]] 21:23, 16 June 2006 (BST)&lt;br /&gt;
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===Map quest===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Quest|&lt;br /&gt;
suggest_scope=All characters, new NPCs|&lt;br /&gt;
suggest_description=There is a limited usefulness for the map for those without access to the mapping scripts. There is also a limited incentive for players to explore foreign camps. This suggestion provides a simple quest for players to hopefully address both issues.&lt;br /&gt;
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Each town will possess a new NPC (or possibly a retooled home shaman or trader) that has a fragment of a map. The fragment will display the general vicinity around the camp. After a player interacts with the NPC and acquires a map fragment, they can view map.html and see two new buttons: &amp;quot;view torn map&amp;quot; and &amp;quot;compare maps&amp;quot;. &amp;quot;View torn map&amp;quot; will display the collection of map fragments acquired by the player. &amp;quot;Compare maps&amp;quot; will overlay the player's personal map on top of the torn map.&lt;br /&gt;
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I imagine the map fragments to resemble the parchment look featured in the game logo, but each camp might use a different medium or writing implement which will give the torn map a patchwork appearance.&lt;br /&gt;
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The map fragments will not take up any inventory space and not even be listed in the inventory. On a character's profile page it may be possible to display their progress with the quest: (1/7 map fragments).&lt;br /&gt;
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Obviously, having just the area of the camps mapped out will leave some large missing chunks in the torn map. There could be a hermit NPC that will complete the torn map once each fragment is obtained. The complete map can also have the feature of unlocking new territory. Talking to special elder NPCs will mark the map with locations that are viewable and enterable only by those with complete, marked maps.|&lt;br /&gt;
suggest_time=19:53, 6 June 2006 (BST)|&lt;br /&gt;
suggest_author=[[User:Lint|Lint]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Sure, this makes sense to me. Ideally, the special code (possibly including search outcomes, NPC interactions, non-item flags in character data, and so forth) would be generic enough so that it could also be borrowed to implement treasure hunts, scavenger hunts, secret locations, and other future plot-lines in Shartak. A Shartak map itself, even complete, would just show the same info that can be found via web or wiki, so it is not going to harm game balance. --[[User:Tycho44|Tycho44]] 21:27, 16 June 2006 (BST)&lt;br /&gt;
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===Living countermeasures against spirits===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Skill, balance change|&lt;br /&gt;
suggest_scope=Everyone who's sick of the gathering of banshees in their medical supply houses|&lt;br /&gt;
suggest_description=As spirits become more angry and desire ever-more the blood of the mortals around them, the shamans of the island have begun to develop ways to put them to flight or at least guard their fellow islanders against the terror that these ghosts inspire.  In the course of circulating this information between the villages of Raktam, Dalpok, and Wiksik, however, it has been intercepted by outsider spies and delivered to the developing scientific communities that exist in the outsiders' camps.&lt;br /&gt;
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To be concise, we've got a ghost problem in Shartak.  I'm not sure how many villages this goes on in, but it seems that the spirits of the dead have taken up residence in the healers' hut of my beloved village of Wiksik.  There are many living men and women also inside of this little abode, and all of us suffer from the shrieks and howls of the angry spectres, day after day.  Some of our most skilled medicine-men have even lost their lives, struck dead from horror while they slept.&lt;br /&gt;
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So, my suggestion?&lt;br /&gt;
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I'm thinking about something around the lines of  &amp;quot;spirit exorcism&amp;quot; skill that can be learned and used by shamans/scientist to banish spirits from whatever urban areas they inhabit.  In order for this to be used, the individual must be in the same square as the spirit, in the village or camp that he/she originated from, and sense the spirit's presence.  When used, the spirit will be flung out of the village/camp a long ways, perhaps 10 or 20 squares.  This, I think, would be a reasonable answer to ghosts that find no better purpose in the afterlife than to haunt important huts in villages and try to scare the inhabitants to death...&lt;br /&gt;
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(FYI, the Wiksik healing hut has 2 such spectres, and they're getting to be kinda irritating.)&lt;br /&gt;
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Another such idea would be a &amp;quot;spirit ward&amp;quot; skill, also only usable by shamans and scientists, that would slow a spirit's movement and reduce the effectiveness of its attacks in the presence of a the shaman who holds the skill.  &lt;br /&gt;
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Another idea is that such a skill would allow the user to create wards out of certain types of items, that would be placed like a signpost in a square and produce a similar effect as above.  This would last a finite amount of time before falling apart, and could be destroyed by mortals.|&lt;br /&gt;
suggest_time=19:54, 1 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Tenebrys|Tenebrys]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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YES. I like this one. Spirits are annoying. [[User:MorkaisChosen|MorkaisChosen]] 17:27, 2 July 2006 (UTC)&lt;br /&gt;
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: Yes, 100%. To clarify: (1) Banshee wailers are unlikely to earn even 90 xp per day since the xp nerf, so spirit abuse isn't the problem. (2) Mortals who spend an AP or two each day to STEP OUTSIDE THE HUT take no damage from wailing (shaman chanting protects them), so &amp;quot;suffering&amp;quot; by mortals too lazy to spend 2 in each 72 AP protecting themselves is not the problem. (3) Living characters who spend their entire lives in the Medical Hut searching for FAKs (Healing Herbs) and healing each other easily earn 150 xp per day with no risk and no interaction. (Even death is nothing but a 30 AP inconvenience.) My adventuring character has visited Dalpok with GPS units but gained no XP, while my Medical Hut XP Farmer has gone nowhere, done nothing, and gained 5 experience levels in 2 weeks. Solution 1: Scientists/Shamans get an Exorcism skill to blast spirits 20 away in a random direction. Solution 2: Advanced spirits get an AP-intensive skill that allows them to prohibit use of healing items in their current location. --[[User:Tycho44|Tycho44]] 18:24, 2 July 2006 (UTC)&lt;br /&gt;
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:: Banshee wailers don't really contribute anything to the game, as most of the ones I have seen simply spam the wail. I'm honestly not sure what purpose they serve beyond providing a lot of spam and some opertunity for an alternate way to gain XP besides combat. I would also disagree that healers do not interact, as there is often times conversation being held as well as healing other characters. Many times there remains no one to be healed in herbal/medical huts, so healers with take a trip outside to heal anyone they can find injured in the village. Honestly, I see it as a lot more interactive than simply running around and killing animals. So the question is, what role are spirits supposed to have in the game? Are they supposed to be a substainable pseudo-class or are they supposed to be a diversion from the living side of the game? I'm fine with either one, but if they are supposed to be a pseudo-class then I think they need something more than just a skill-branch which allows you to annoy people, as well as there would need to be a means by which living characters can forcibly deal with them. --[[User:Shosuro|Shosuro]] 3 July 2006&lt;br /&gt;
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Ok, so does exorcism:&lt;br /&gt;
* banish just one spirit from the location?&lt;br /&gt;
* have a fairly high chance of banishing each spirit?&lt;br /&gt;
* have a fairly high change of banishing one spirit? &lt;br /&gt;
Whilst I can see shamans having this skill, and scientists having a similar skill with the same effect, would characters need to find an item such as a bible or a charm as well as having the skill in order to perform the ritual?&lt;br /&gt;
&lt;br /&gt;
I think we're now at the point where this is likely to be the next thing added so get the ideas in! Wasn't there another section with a similar theme somewhere? Perhaps they should be merged. --[[User:Simon|Simon]] 12:25, 9 July 2006 (UTC)&lt;br /&gt;
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:Items necessary to perform an exorcismal ritual?  Yes, I think so.  At least -something- should have to be scrounged up or traded for, if shamans/scientists are to have such powers over the supernatural world...&lt;br /&gt;
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:Looking around, I hadn't seen any articles that had similar such intentions, though.  At any rate...&lt;br /&gt;
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:As long as the items are available, exorcism should have a pretty high chance of getting rid of a spirit that is haunting an area.  The odds should be such that a single spirit usually won't require more than two attempts at being cast out.  If there is more than one spirit in the area, it might take multiple attempts before they're all gone; otherwise, as long as the exorcist is in the vicinity of ghosts and has the correct exorcismal supplies, he/she won't have all that much trouble getting rid of them.&lt;br /&gt;
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:I can see this skill taking a good deal more than just one AP, though.  Maybe three or five...&lt;br /&gt;
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:As for the specific items?  A bible and a candle or two would be sufficient for men versed in the religions of western civilization to carry out their duties when it comes to driving away supernatural beings.  Natives, however, have different methods of dealing with ghosts and spectres they find -- their ceremonies may well make use of healing herbs burnt as offerings, driftwood used for talismans to ward off the dead, and even maybe a poisonous snake to help adorn a witch-doctor during ritual dances.&lt;br /&gt;
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:Not sure if I'm going too far here, though... I haven't thought TOO deeply into the specifics of this skill.  Others, especially shamans and scientists, feel free to add on... but stay rational.  Not sure if I did the same... --[[User:Tenebrys|Tenebrys]] 22:22, 9 July 2006 (UTC)&lt;br /&gt;
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:My preference would be to let a scientist or shaman exorcise one random spirit from their location for 1 AP and with a chance of reduced effectiveness (displacement of the spirit). The exorcism could be more effective if it took place near the exorciser's home camp and less effective if it took place near the spirit's home camp. (E.g., ''if (rand() &amp;gt; distToExorciserCampShaman/(distToExorciserCampShaman+distToSpiritCampShaman)) success=true''. This plays into myths of ghosts having homes/haunts that they prefer. I suppose displacement could be non-random and based simply upon the ratio just mentioned in italics, but the mysterious nature of an exorcism would practically demand unpredictability.) I wouldn't require any items and would certainly not cause items to be used up by exorcisms, because I think it makes less sense for spirit-world interaction to be a matter of potions and incense than for it to occur in a certain mental state (reached through intense concentration by scientists and chanting by shamans; the skill would be the same, but the flavor text would differ).&lt;br /&gt;
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:I suppose I should mention that I'm trying to imagine spirits as existing in an alternate, simultaneous realm, not as misty apparitions capable of bumping things in the night and creating sound waves. (I guess that means screams, shrieks and wails damage a player's health by damaging their psyche and thus weakening their spirit-body connection, or something.) If anyone can provide a consistent (if fantastic) explanation of spirits in classical and/or Caribbean mythology, this might be a good place to do so. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 04:40, 10 July 2006 (UTC)&lt;br /&gt;
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The previous discussion was tucked away on the Suggestion Talk page where it wasn't very visible. [[Talk:Suggestions#Exorcism|Exorcism]]. I'm not sure if merging is necessary, but some of the discussion there can carry over here. --[[User:Lint|Lint]] 00:02, 10 July 2006 (UTC)&lt;br /&gt;
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:The AP cost of Exorcism can be compared to Success-Likelihood * Number-Affected * Distance-Displaced. Sending a spirit 15-40 squares away in a random direction seems like a good idea (imho they should land out of sight of the camp). This will cost the spirit 15-40 AP to recoup. To charge the same amount to the scientist/shaman, we could use an AP cost of (e.g.) 4 per Exorcism combined with a 25%-10% chance of Exorcism success. Unless Exorcism gives an XP reward, tho, there isn't much incentive to use it ... So with no XP reward, I'd be happier with a cheaper and more effective Exorcism skill. For example, cost could be 3-5 AP, and effectiveness could be 40%-50% (for example, 40% chance on one spirit, then if successful 40% chance on another spirit, and so on, if you want a very slight chance to banish multiple spirits). Certain charms (such as the Silver Cross for Outsiders/Outsider Knowledge) could either be necessary pre-requisites, or perhaps greatly increase the ritual's effectiveness. Perhaps the charm or cross is used to bless fresh water, which in turn becomes able to be consumed in Exorcism. I support more complex item interaction -- Shartak would benefit from item-dependent skills. --[[User:Tycho44|Tycho44]] 05:09, 10 July 2006 (UTC)&lt;br /&gt;
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::It'd be least jarring for players if successes seemed related to the odds of utter failure (i.e., no &amp;quot;failure, big success, big success, failure&amp;quot; stuff); for example, the odds might be 20% for a complete miss, 20% for a displacement of 1 to 3 squares, 20% for a displacement of 4 to 8 squares, 20% for a displacement of 9 to 15 squares, and 20% for a displacement of 16 to 25 squares. To get such an exponential distribution, get a random number from 0 to 5, square it, round it down, and displace the spirit by that number. In practice, this would mean a displacement of 20 or more squares would occur just 10% of the time, and the (mean) average displacement (if I did the integration properly) would be about 8 squares. Since exorcism will be the only way for a living player to harm a spirit, and assuming there will be no XP gain for using the skill, I think a cost of 1 AP per exorcism will be fine. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 03:18, 12 July 2006 (UTC)&lt;br /&gt;
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:::Elembis gives another good method of implementing exorcism (Equivalently, you can generate a random number 0 to 1, then multiply by 25, then round down). From my perspective: In fine literary (movie?) tradition, I was envisioning an exorcism as an event that either works spectacularly or fails utterly (on any particular spirit). I can't think of many exorcism examples where the spirit is driven out of the bedroom into the stairway or the breakfast nook. So I'd be happier with an exorcism that kicked 15+ squares (or none at all). --[[User:Tycho44|Tycho44]] 05:59, 13 July 2006 (UTC)&lt;br /&gt;
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I personally like the idea of ghosts and what not, but I hate the fact that as the living we have no effect on them. So I propose in the interest of gameplay distinction we only give the exorcism skill (the ability to banish spirits to a random location) to only the outsider scientist class and for the shaman class (given their nature) create a new “revive/raise” skill which like the NPC shaman’s in the game “return spirits to a body”, the percentage chance of success should be low (5%), with an XP reward of 5 or 10 (anymore would encourage farming) while everything else remains the same as a normal revive, this means shamans can force revive annoying spirits and/or promote party/group explorations as they don’t have to start over since it reduces the need to contact shamans (as long as the shaman is alive that is). To maintain fairness additional gameplay distinction may include the newly revived having only a half life (30HP instead of max HP) and/or more AP cost to stand up. Furthermore this new skill maybe tweaked to allow shamans to have a new avenue in necromancy powers over dead bodies like perhaps zombies.--[[User:A for anarchy|A for anarchy]] 02:52, 23 July 2006 (UTC)&lt;br /&gt;
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Scientists are men of reason and thus I do not believe they are the type who would use exorcism to banish spirits. I think they should use cameras (a suggested item) to capture the spirits and carry them away from the camp to a shaman.--[[User:Darkferret|Darkferret]] 04:41, 23 July 2006 (UTC)&lt;br /&gt;
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''Moved from [[Suggestions:Skills]]:'' I feel that powerful native Shamans should have a greater degree of power over spirits. The skill would be in the same branch as the Sixth Sense and Seance abilities and would give Shamans the ability to exorcise a single identified spirit from the area for 5 AP. It would work by automatically moving the spirit a number of sqaures  in a random direction (east, west, northwest etc). The power of the skill would be dependant on the level of the Shaman using it - the number of sqaures the spirit is moved will be equal to the level of the Shaman. For example, a level 15 Shaman with this skill would be able to use the skill on a spirit in the same area and send it 15 squares in a random direction. I feel this skill would do a great deal to make things more interesting for spirit players.&lt;br /&gt;
I think generally that the natives should have a greater degree of power over spiritual things than the outsiders (although they would have different advantages) --[[User:Zeff|Zeff]] 18:01, 28 July 2006 (UTC)&lt;br /&gt;
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:Indeed mystery commenter, I must admit though that I like the idea of using the Shaman's level to determine how many squares to send the spirit. --[[User:Simon|Simon]] 20:26, 28 July 2006 (UTC)&lt;br /&gt;
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:Very good. Displacement depends on the shaman's level while the chance of success (assuming success isn't guaranteed) is static (around 40%, perhaps, with a 2 AP use cost) or dependent on the distances to the two parties' home camps (see my comment above) if that's feasable. &amp;amp;mdash; [[User:Elembis|Elembis]] ([[User talk:Elembis|talk]]) 22:44, 28 July 2006 (UTC)&lt;br /&gt;
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===Identification of strangers===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Ability|&lt;br /&gt;
suggest_scope=Identification of strangers|&lt;br /&gt;
suggest_description=As a native, I would like an &amp;quot;Identify an outsider&amp;quot; button when standing on the same square as one or more outsiders I can't recognize. (Outsiders would have the same thing for natives, naturally.) It's unrealistic that the best ways to identify people are to attack them or give them gold. It's also bothersome; gold coins are hard to find in the wilderness, and a cheapskate may attack a stranger only to regret the attack upon discovering that their target was a peaceful person. If you're the sort of player who likes to attack every stranger you meet, that's fine. However, many people do discriminate between strangers, and it shouldn't be unduly hard for them to simply figure out who someone is.&lt;br /&gt;
&lt;br /&gt;
Identification would cost 1 AP. Flavor text could be something like&lt;br /&gt;
:You examine an outsider until you're able to tell them apart from all the others. They are {{profile|6|Leaky Bocks}}.&lt;br /&gt;
&lt;br /&gt;
I estimate that this change will have the following effects:&lt;br /&gt;
# Identification before an attack will be easier and thus more attractive to moderately peaceful players, resulting in less &amp;quot;gratuitous cross-class violence&amp;quot; (as [[User:Tycho44|Tycho44]] [[Talk:Identify_Friend_or_Foe|put it]]) at the hands of players who wish to avoid it.&lt;br /&gt;
# [[Identify Friend or Foe]] [[:Category:IFF supporter|supporters]] will no longer be subject to the current &amp;quot;peace tax&amp;quot;.&lt;br /&gt;
# Non-participants in the IFF initiative will neither receive gold from curious players nor see who has identified them. However, after they are identified they may still be given gold or even spoken to (which I prefer from a roleplaying perspective) if cheaper identification makes people more willing to interact with those they identify. I know I'd rather spend 1.5 AP to identify someone and speak to them than 1 AP and a coin to merely identify them.&lt;br /&gt;
&lt;br /&gt;
Since it's already possible to identify a stranger in ways that help them (by giving gold) or hurt them (by attacking), why shouldn't there be a more direct middle path?|&lt;br /&gt;
suggest_time=06:18, 28 July 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Elembis|Elembis]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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I'm looking for a flaw in the reasoning here, but I can't find one. I support this. 18:40, 31 July 2006.  [[User:Black Joe|Black Joe]]&lt;br /&gt;
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===Drowning===&lt;br /&gt;
{{suggestion|&lt;br /&gt;
suggest_type=Game mechanics|&lt;br /&gt;
suggest_scope=Environment|&lt;br /&gt;
suggest_description=Perhaps there should be some rules for drowning? Many players in Shartak (including my character, Zeff) like to camp/sleep in the water. I feel there should be a risk of drowning when a player spends a long period of time in deep water - shallow water would not apply. Perhaps something like this - If a player spends over 2 hours in the water &amp;quot;drowning damage&amp;quot; comes into effect (regardless of whether or not the player has the swimming skill) and every futher hour 10 damage is dealt to the player - either &amp;quot;drowning damage&amp;quot; or instant drowning after 3 hours - with a message &amp;quot;you have drowned&amp;quot;. &lt;br /&gt;
Another additional possibility is have the character drift in the water - especially if they go into deep water - I like the idea of leaving a character in the water when you log out, and when you log back in they are washed up on another part of the island with most of their hit points missing. Although that might be a bit complicated to do...|&lt;br /&gt;
suggest_time=22:10, 1 August 2006 (UTC)|&lt;br /&gt;
suggest_author=[[User:Zeff|Zeff]]|&lt;br /&gt;
suggest_comments=&lt;br /&gt;
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Comment here&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9284</id>
		<title>The Pirate Hunters</title>
		<link rel="alternate" type="text/html" href="https://wiki.shartak.com/index.php?title=The_Pirate_Hunters&amp;diff=9284"/>
		<updated>2006-08-01T21:50:57Z</updated>

		<summary type="html">&lt;p&gt;Zeff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Clanbox|&lt;br /&gt;
clan_name=The Pirate Hunters|&lt;br /&gt;
official_id=56|&lt;br /&gt;
open_to=outsiders|&lt;br /&gt;
clan_image=http://i68.photobucket.com/albums/i24/rttdf/PirateHunters2.jpg|&lt;br /&gt;
clan_leaders={{profile|1934|Zeff}}|&lt;br /&gt;
clan_membership=2|&lt;br /&gt;
clan_goals=To hunt down and kill pirates with overenthusiastic zeal|&lt;br /&gt;
clan_recruit=To start hunting simply and the clan to your profile. Outsiders only. Minimum level of 8|&lt;br /&gt;
clan_contact=Through the talk page, PM Zeff on the forums or find a member ingame|&lt;br /&gt;
sort_as=Pirate Hunters, The|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== The Pirate Peril ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every day, the good lords and ladies of the Shartak settlements are discomforted by the prescence of these sea-faring hooligans. Whats more worrying is the fact that this rabble has the power and intent to pose a serious threat even to the millitary our peaceful settlements. They walk into our humble towns to murder, rape, steal and call us names - this can go on no longer - this threat must be destroyed!&amp;quot;&lt;br /&gt;
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''Pirate Hunter Zeff - hiding up a tree near York''&lt;br /&gt;
&lt;br /&gt;
== Our Fight ==&lt;br /&gt;
&lt;br /&gt;
Founded by Zeff, a veteran with a grudge against pirates, The Pirate Hunters is a group made up of the toughest soldiers, trackers and fighters from the three towns of Shartak, aiming to hunt down and kill pirates using stealth and guerilla warfare.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;We seek to give pirates PUNISHMENT. And no, we don't mean the pleasurable kind of punishment enjoyed by the Lords and Ladies in the basement of Czechys tavern. We mean the nasty kind that we will fanaticaly inflict upon the pirates of Shartak, hunting them wherever they go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Pirate Hunter Zeff - hinding underneath a shark, somewhere off the coast of Durham''&lt;br /&gt;
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== Rules ==&lt;br /&gt;
&lt;br /&gt;
Although Pirate Hunters will rarely work as a group, being more suited to solitary hunting, there are some rules that members must abide to.&lt;br /&gt;
&lt;br /&gt;
*To be a Pirate Hunter you must hunt pirates.&lt;br /&gt;
*Although the priority is pirate hunting, all Pirate Hunters have a duty to work for the best interests and safety of the three towns - Derby, Durham and York.&lt;br /&gt;
*The residents of these towns must be treated with courtesy and respect (unless they are either criminals or they really don't deserve it)&lt;br /&gt;
*Anyone that has killed an outsider from any of the three towns will be treated as a criminal and handed over to the Colonial Police. &lt;br /&gt;
*Share intelligence on pirate activity with other hunters.&lt;br /&gt;
*Respect your fellow hunters&lt;/div&gt;</summary>
		<author><name>Zeff</name></author>
		
	</entry>
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