Mark said:
Agreed. However, if blues are prevented from performing beneficial acts on them, they should also be prevented from harming them. When it comes down to it, guards are not that big of a deal. Its no different from reds fighting blues on the guard lines; if you cannot handle it, stay away from them.
Well the way I see it...
Blues are capable of harming faction players [in town they get guard whacked]
Blues are prevented from healing faction players.
Blues are capable of harming faction guards [in town they get guard whacked]
Blues are capable of healing faction guards.
When it comes down to it I believe that guards [as much of a pain in the ass as they are] are a part of factions, and being that they are in a faction they should still be subject to the same notoriety/invulnerablity laws as a typical player would be. Especially since most guards are twice the average player.
The way it is set as it is, blues could potentially guard a faction base by simply macroing detect hidden, and healing the guards in need.
The solution to this would be to follow through with the faction benefitial/harmful spell laws and prevent blues from being involved with faction affairs.
Yes... Blues can kill faction guards.
But blues could potentially kill any player in town as well through the same method.
It doesnt balance out to me, but I guess thats just me.