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01-01-2009, 10:27 AM | #1 |
Apprentice
Join Date: Oct 2007
Location: Canada Ontario
Posts: 80
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Ideas to complement Invasions
This Thread Is For Idea's To Complement Invasion's To Make Things A Bit More Interesting And Add Some Adavantages To Make It More Tactical.
Weapons Just For Gates And Doors Gives Bonus Damage To Doors And Gates But Either Cant Be Used On Enemies Or Mobs Or Give Negative Bonuses For Enemies And Mobs. Flamming Arrows. For Archers To Use Gives A Damage Bonus To Doors And Gates. Barbarians. Giant Axe Gives A Damage Bonus To Doors And Gates. Knights. Spiked Shield To Use To Give A Damage Bonus To Doors And Gates The Bonus Works With Their Current Weapons. Warlocks. Battlestaff Gives Bonus Damage To Doors And Gates. Conjurers. Staff Of Nature Gives A Low Damage Bonus To The Conjurer And His Allies In A Small Area. .................................................. .......................................... Catapults. In Fixed Area's Around Ignis Alsius And Syrtis Gates Give The Ability To Build Catapults. The Catapult Can Be Used To Give Serious Damage To The Doors And Will Be Available To Use Intill It Is Destroyed By A Enemy Realm. It Will Take 1 Character To Ude This Catapult They Must Be In The Distance And Have Clicked On It To Use It While Using It They Will Not Be Able To Attack And If They Are Attacked The Catapult Will Be Rendered Useless. (The 1 Person To Stand Near The Catapult Does Not Do Anything Just To Make Things Realistic The Catapult Automaticly Hits The Door And No Other Target. And If It Is Destroyed By A Enemy Realm The People Who Attacked It Will Get The Cash Use To Build It. ( Example 300k. ) .................................................. ..................................... Towers. Outside Of Each Gate And In The Area Around The Gate Give Small Towers That Would Give A Advantage To Archers And Mages. This Can Be Both Tactical For The Defenders And The Invaders. .................................................. ...................................... Central Save Campers. To Help Out With This Long Problem Create 3 Guards Around Each Central Save ( 1 Knight 1 Archer 1 Mage ) To Help Keep People Away From The Actual Area Of The Altar. .................................................. ....................................... Please Post Any Thoughts Or Support Or Idea's |
01-01-2009, 01:59 PM | #2 |
Count
Join Date: Jul 2007
Location: Arse firmly glued to Ra
Posts: 1,042
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Some of what you have suggested is already covered in the game
Ie:Towers. Around the top of the gate, people just dont use it enough Central save campers, already covered many times over in forum. Ngd have added the option to Resurect in the inner realm. What I think would make the invasions a little more interesting would be to place guards around the realm gems, or place them just in range of town guards to make life a little more challengng for the gem thieves of each realm. This imo would be the most logical as as the gems are important to each realm, they would be guarded - so some npc guards would be an ineresting addition or even some aggro boss mob chained close to the gem, that doesnt attack natives of each realm nor can be attacked by the natives
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01-01-2009, 08:03 PM | #3 |
Pledge
Join Date: Dec 2008
Posts: 18
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Most of those ideas are either good, or already in the game.
Plus, I think the gem guards would be a good idea... It would also be interesting to have a fort for the gems. The upgrades would need to be extra expensive though. |
01-01-2009, 08:12 PM | #4 |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
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It would definatly be nice if the gems were in SOME way guarded by NPC's because if an army can break a defended gate, what chance do the defenders have to protect the gems? even less than stopping them at the gate
of Cource said guards would need to be killed for the gem to be taken, maybe a 2-4 superguards would be good, Personaly If I was running Syrtis then id have my best men guarding the Gems, leaveing them unprotected is like just leaveing a big red button that blows up the US lying around in whichever country they are at war with this week.
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01-01-2009, 09:04 PM | #5 |
Apprentice
Join Date: Oct 2007
Location: Canada Ontario
Posts: 80
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Sorry If I Didn't Make It Clear About Towers.
I Mean Small Wooden Towers Seperate From The One On The Great Walls. |
01-02-2009, 12:53 AM | #6 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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I think the two gems should be in the two large cities of each realm.
Alsius: Birka and Montsognir Syrtis: Fisgael and Raeraia Ignis: Medenet and Altaruk Also, the cities need to be more easily defended. Currently, anyone can easily walk into whatever city they want except Meleketi which is a much more strategically built. The cities should only have 4 entrances, not countless open points along the walls, and all of them should have a door which maybe closes when the great gate is destroyed. |
01-02-2009, 12:57 AM | #7 |
Initiate
Join Date: Aug 2008
Location: The Desert, The Mountains, The Sky
Posts: 152
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why not move one alsius gem to Gokstad so invaders can drown just like the Alsius players
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01-02-2009, 04:29 PM | #8 |
Initiate
Join Date: Apr 2008
Posts: 133
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Ideas, goes in the Ideas section of the forum,
why do so many people post in the wrong area, they are there for a reason. Dont just post here to get the thread noticed
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01-02-2009, 08:49 PM | #9 | |
Apprentice
Join Date: Oct 2007
Location: Canada Ontario
Posts: 80
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01-03-2009, 06:33 AM | #10 |
Apprentice
Join Date: Dec 2008
Posts: 98
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Back to the original topic of the thread, I have to say that I am very fond of the idea of "door" weapon. I think there are two ways you can go about this. I believe these weapons would have to do minimal damage to actual creatures (think 10-60) but massive damage to doors. To expand a bit more, the speed on all these weapons should be at most slow, if possible add a new speed "door" which is even slower, but make the damage greater than that of any other weapon.
As for the catapult idea. While it would be nice, I fear it would cause terrible imbalance (at least at first) that would be hard to correct. Though if it were to be implemented I would suggest there be a "construction" time similar to the capture time of a fort in which enemy players could cancel the construction. Also 1 player is too few to man a catapult. While 1 player may work for Horus, Ra is another beast. I would have to say 10 players would be better, this way if an army decides to build one, a good chunk of their army has to be dedicated to it. Otherwise you run into the problem where 1 person man's the catapult while the other 30-whatever completely block access to it from the opposing realm. Towers, I absolutely agree that we either need to "fix" the existing towers, or add new ones. As was pointed out above we already have towers at the walls, but they are difficult to attack from. I have to admit I haven't done any full experiments, but from what I've seen and heard from fellow realm mates the area that can be attacked from the towers is limited. As it is now all the attacking realm has to do is move relatively close to the wall and they can't be attacked from the towers. Ah yes, the old save camper discussion. Well not much can be said about this issue that hasn't already been discussed but I would like to give my feelings on the issue. I think save camping is a great way to make the game a miserable experience for those being camped. I also realize its part of the game, if it wasn't meant to be NGD would have made spawns in "mini-forts" where you can't be attacked. I do however have to admit I like the idea of adding a few guards to the spawns (or at least the central one). Yes, there is the option to spawn back to the wall, but there are (limited) circumstances under which this is not an option, and those always seem to be the time when some one is camping. **Alright I'm going to stray slightly from the original topic and move to an issue of my own (which does still have to do with invasions)** This issue deals with Conjurers and a few changes that I feel would be beneficial to the Invasion system and Regnum in general. I'm not exactly how to put this but I feel the "Support Conjurer" is flawed. It's possible it was designed this way but I feel very held back in my ability to keep my army alive. Consider this, conjurer's have 2 major healing skills "Heal Ally" and "Regen Ally" yes you can consider "Greater Healing" a healing skill too, but with a 3 minute cool down its not as effective as I'd like it to be. I've been trying to think how to describe this problem and here's the best I can do... Regen Ally has a 20 second cool down, I believe this is too long maybe something like 10-12 seconds would be better (I'd prefer around 7). Heal Ally (the most important healing skill) has a 10 second cool down, I believe it should be more like 5. Now let me defend my point, Heal Ally does +900HP and I have to wait 10 seconds to use it again, this is nothing compared to other classes that have skills that do more than 900 damage and cool down faster than 10 seconds. Another issue I have is with Resurrect, it has a 2 minute cool down.....This can be considered one of the most important skills in the game, and yet it has such a long cool down. I would like to see it at 1 minute. Let me add a new paragraph here to explain why I believe these conjurer changes are needed. I just got done with defending the Syrtis wall against ignis and made a few observations. On Horus all invasion attempts against any defended realm always fail to even dent the main gate. What I've noticed is that the enemy conjurers are too busy resurrecting fellow conjurers that they rarely have a chance to resurrect attacking classes. Shortening the cool down on heals will allow conjurers to keep their armies alive easier, while shortening the cool down on resurrect allows conjurers to revive more people and thus keep the battle going. I hope I was able to put my thoughts clearly and I hope my fellow conjurers (of all realms) will post their input as well. Sorry for such a large post and if you made it all the way through it I appreciate it! Sincerely, Arwen
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