08-28-2018, 12:34 PM | #11 | |
Master
Join Date: Jun 2011
Posts: 347
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Quote:
Tie the forts mechanic with the towers across adjacent areas. For example: The towers at PN can only be reset by capturing Samal/Aggers, PN2 towers with Imperia/Meni and so on and so forth. Doing this would prevent people from taking a secondary fort like Trelle to relinquish control of the tower at PB2 etc. |
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08-28-2018, 05:00 PM | #12 |
Master
Join Date: Jul 2009
Location: Poland
Posts: 472
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My suggestion:
Towers on map
Guards I hope you like it.
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"There was a time above... a time before. There were perfect things... diamond absolutes. How things fall... and what falls... is fallen." CoR Soundtrack | SUGGESTIONS: Outdated spells | 2h weapons | Other suggestions Siwy Last edited by Sentan; 08-28-2018 at 09:12 PM. |
08-28-2018, 06:36 PM | #13 | |
Banned
Join Date: Oct 2011
Location: 'B-F-Egypt', Virginia, U.S.A. (please pity & forgive us poor american fools!).
Posts: 605
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Quote:
Last edited by Lebeau; 08-29-2018 at 06:37 PM. |
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08-29-2018, 01:04 PM | #14 | |
Count
Join Date: May 2014
Posts: 1,040
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Yay, ideas!
Thanks for all of them, we still have to decide about this towers, so its the perfect time. Quote:
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08-29-2018, 02:40 PM | #15 | |
Count
Join Date: Jun 2009
Location: France
Posts: 1,024
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Quote:
But you can read a suggestion i made back to 2016 related to strongholds & bridges: https://www.championsofregnum.com/fo...82&postcount=3
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Annavilya / War-Luck (Haven)
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09-01-2018, 02:13 AM | #16 | |
Initiate
Join Date: Jun 2015
Posts: 122
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Quote:
I kind of like the idea of speed bonuses, but perhaps not so drastic as 5/10/15. Perhaps 2/4/6. And xp bonuses, this is okay, but remember: the realm with the most folks is gonna get these the most, and that's not what we particularly want if we're interested in balancing realm populations at all. I think something along the lines of a war bonus of some sort (+HP, +mana, +armor), within 100m of the tower. Or maybe 50m. A ways, but not too far. As for how many... one on each end of a bridge, I think, plus perhaps more. So at least four per realm. But what's the lore behind them? Why do they exist?
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Syrtis, RA: Marila, Mariala, Marily, Mariliju, Marilise |
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09-11-2018, 01:34 PM | #17 |
Master
Join Date: Oct 2007
Location: france
Posts: 397
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Use captured towers to make map more alive. A captured tower could display position of enemy / friends in a range of 200m (?) on the map.
People waiting at the save for some action could see something is going on there and decide to move away from save altar. Add a red button in this tower for a super defensive power usable every x minutes to push enemy back or slow them down or generate a energy shield force or something else (revive all dead friends around ?). Nice to hear new things will be added to the game !!!! |
09-11-2018, 03:25 PM | #18 |
Initiate
Join Date: Apr 2014
Posts: 108
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I'm not into programing nor developing games, but I wonder if making the map bigger is a problem? I don't mean to expand the map but to raise some underwater terrain. NGD have already done that with Momo Island and Squid Island, so why don't you do it one more time. More terrain to explore will certainly get player engage into "exploring" it... I don't know, I'm just throwing ideas, anything would be better than leaving RO as it is right now (Haven).
Wish you luck. |
09-21-2018, 05:10 PM | #19 |
Master
Join Date: Mar 2010
Location: Georgia
Posts: 386
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Any updates or info regarding these towers. Please don’t load to live and not let players try it on Amun.
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Haven ~ Daggers/Miles Long *Retired* Ra ~ Cloaks/Elongated |
09-22-2018, 09:35 AM | #20 |
NGD·Studios
Join Date: May 2007
Location: Wien, Österreich
Posts: 2,859
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We're still on the beginning. We have just finished a version with some fixes to the current one and will surely be launching it next week. The towers will take a lot of work but they will add something really exciting to the WZ. Of course, Amun will be open when there is a playable version of it and will need many iterations and community feedback.
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