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General discussion Topics related to various aspects of Champions of Regnum |
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01-29-2013, 10:17 PM | #29 |
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Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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For sure it is better. Well, Let me rephrase that. The foundation from which to build something great is there. Right now I rate it as good.
I am not too concerned about the dragon damage. I mentioned why in my last post. Essentially it is to force a 2 realm battle at the gate perimeter. Lowering the damage outright allows the 3rd realm to intervene, possibly making the negative feedback loop too much for the defenders. With that said, I have seen some unsavoury things like the gem carriers standing under the dragon in attempt to "farm" the defenders with gem as bait. It is not illegal but it does expose a weakness in the system whereby a defending realm is at a ridiculous disadvantage at the outside of the gate from an impossible negative feedback loop. The fact that they can exit through gates which are far (but can't be placed closer) reduces the chances of flashpoints in the warzone and thus less of a chance to recover. The offensive teleport if well used (not often) could be an important mechanism to use. To this end , I think that a new mechanism should be considered. There are many options. I throw out a few. Feel free to discuss (I am suggesting only one be used ) 1. The dragon remaining time gets reduced by 50% once the defending realm has no home gems on their pedestals. Gate vulnerability timer does not change. This means that the longer the invaders take, the less advantage they gain while the invaded gradually gain advantage the longer they hold out. Doing both Noble and gems will not be as easy to do in one round as before with static dragon countdown. 2. If you have no gems (i.e devastated) you can be made vulnerable by the normal way but the dragon does not come to the gate. In this case , the negative feedback loop is not important as the only target is the noble. In this case, defending it should give some benefit. A simple (DFD)XP boost to every enemy you kill in your realm or 5 WM points per unique kill (for lvl 60) should be sufficient. The disincentive of getting invaded will be counterbalanced by the strong incentive to clean out the invaders. Negative feedback loop averted. 3. Once the gems or in the case of one already stolen, the remaining gem breaks free of the gate, the dragon leaves in 2 minutes. Optionally, it loses its magical powers and becomes similar in damage to the ones inner realm. 4.Giving the class with the defensive teleport a third location option during invasions could be something to think about . Horsing with relic. I said my piece on that already. However, taking into account that NGD took more than a year to admit the gaffes in Warmasters ( I am surprised they did at all), this may take a year of 'observation' to work out that it isn't the best of ideas. I suppose that the thinking is that while on horse you have speed but no access to other spells. Simply making them like gem carriers solves all the issues and promotes team play. I do assume, teamwork is what they are aiming for. All in all, it is a good foundation. A few tweaks here and there and the issues could be resolved with a minimum of fuss. The ideas presented may not be my greatest ones but, at least it is somewhere to start. As for the timer on the dragon summoning table, that one needs a closer look. I think a timer there is fine but its modulation should be carefully examined. |
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