Go Back   Champions of Regnum > English > The Inn

The Inn A place to gather around and chat about almost any subject

Reply
 
Thread Tools Display Modes
Old 06-27-2015, 06:28 PM   #11
Takeyo
Apprentice
 
Join Date: May 2014
Location: The Korr-Tabhar to Altaruk trade-route.
Posts: 81
Takeyo is on a distinguished road
Default

Quote:
Originally Posted by Thallium View Post
This will never happen, so I put it here instead of in Suggestions. Even so, I'm curious as to what you all would think.

The main idea is that there is one obvious spot to always find a big war. This would maybe remove the need for instanced fights. Things are laid out more strategically, as if the people building the forts actually had a plan in mind. There is one central megafort that everyone wants to control, ideally it sits on a magnanite mine or grants some type of reward. The megafort should have 3 entrances and be hard to hold. The former castles would protect the bridges leading from the central island and the main route to the gate. The other forts would face each other at the side bridges.

In this fantasy version of regnum, there would be no invasion mechanics, you just need to get to the gate and break it down if you want to invade.
This is really nice, and of course, it's perfectly balanced, but I think we need something like this in combination with the open world warzone we currently have. The problem with this neat, tidy, balanced warzone is that it overrides the open world. I think we need more open world, but at the same time, we need to consolidate the important warzone objectives so that all realms have equal access to all of them.

I actually like invasion mechanics for a couple of reasons. First, they make it so that invasions are less likely to happen constantly and haphazardly, because they require planning and a large group effort. Second, I like invasion mechanics because they can be used to help allocate rewards fairly throughout the battle, and not just according to whoever wins when the battle ends.

I think that invasion mechanics should be simplified down to the bare minimum, so that newer players will not be confused by them. There should be one place to go to start an invasion. Any and all relics should be allowed to be placed there. Once the wall is captured by the enemy, the INNER gate should become vulnerable, and only to the defending realm. Also, I'm tired of timers. The rewards for capturing a fort/castle should be instant (and disabled after that). Relics might need time before you can move them, but the time should be short, and it should not require multiple captured structures to activate.
Takeyo no ha iniciado sesión   Reply With Quote
Old 06-28-2015, 11:20 AM   #12
ice_zero_cool
Master
 
ice_zero_cool's Avatar
 
Join Date: Jun 2010
Location: Germany
Posts: 309
ice_zero_cool is on a distinguished road
Default

Quote:
Originally Posted by godismyjudge View Post
I enjoy playing lvl50 warlock and fighting against lvl60 (even though I whine about lot of things, such as getting hit by 600 normals from 50 range, I still enjoy the challenge of it). I don't want to be high level to fight high levels. I was capable of defeating lvl60 marksman on lvl45 (because he wasn't really good and underestimated me). Level is not about skills or knowledge of the game, it's mostly about how much you grind.

Also this would look as if there were too few players in the game and one could think it's not worth playing empty game. Remember, there aren't many players on Haven and this would just worsen (if that is a word) the situation. If low levels get killed by lvl60, they can a) ask for a help from others, or b) grind in inner realm (all realms can grind there to +- lvl50), after that he can join battles just fine.
thats the entire reason why i posted this in this 'not gonna happen' thread :P
__________________
poisoned | balgaro | exiled | whitechez | shinkami | photoshopped
ice_zero_cool no ha iniciado sesión   Reply With Quote
Old 08-05-2015, 03:24 AM   #13
rinky
Initiate
 
rinky's Avatar
 
Join Date: Jun 2015
Posts: 122
rinky is on a distinguished road
Default

Quote:
Originally Posted by Thallium View Post
In this fantasy version of regnum, there would be no invasion mechanics, you just need to get to the gate and break it down if you want to invade.
So, while it's an interesting idea, i find myself disliking the map and.. well.. the "invasion mechanics."

In such a "new Regnum," I'd like to see a somewhat larger warzone. I'd like to see castles that are hard to attack when defended, and walls, too, that are hard to attack when defended.

The forts, castles, and walls now are designed to be broken. If they were designed to be defended... you'd have merry time dying from the archers and mages on top of the wall.

Think "murder holes" like real castles actually had, and positions where arrows could easily be loosed at anyone trying to batter down the gate. Drawbridges that actually raised...

Then assault that gate.

But I'm dreaming of a different regnum...

Rinky
rinky no ha iniciado sesión   Reply With Quote
Old 08-05-2015, 07:58 AM   #14
The_Pirate
Initiate
 
Join Date: Mar 2013
Posts: 138
The_Pirate is on a distinguished road
Default

Quote:
Originally Posted by rinky View Post
Think "murder holes" like real castles actually had, and positions where arrows could easily be loosed at anyone trying to batter down the gate. Drawbridges that actually raised...
Problem with this is that in reality, fortifications were designed to amplify the effect of defenders. i.e. a small number can hold off a much larger number.

In regnum that would be very difficult to implement as even a slightly out numbered defending realm would easily be able to hold out against the invaders. Result=rare invasions.
The_Pirate no ha iniciado sesión   Reply With Quote
Old 08-07-2015, 01:52 AM   #15
rinky
Initiate
 
rinky's Avatar
 
Join Date: Jun 2015
Posts: 122
rinky is on a distinguished road
Default

Quote:
Originally Posted by The_Pirate View Post
Problem with this is that in reality, fortifications were designed to amplify the effect of defenders. i.e. a small number can hold off a much larger number.

In regnum that would be very difficult to implement as even a slightly out numbered defending realm would easily be able to hold out against the invaders. Result=rare invasions.
Or, possibly, the development of new tactics and strategies to deal with the more difficult forts and castles.

Heavens...a war game that propels strategy beyond "we're bigger than you are"? Ah, I'm just crazy.

Rinky
rinky no ha iniciado sesión   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:09 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
NGD Studios 2002-2024 © All rights reserved