Other random thoughts, as I've kicked this idea around a bit:
- Would like to have a way to order guards en-masse, rather than one at a time. For example, group a stack of constables into a squad and manage them with something like:
CITY GUARD FORM SQUAD <guard_ID, guard_ID, guard_ID, guard_ID, guard_ID> -(or just limit it to the guards in the current room) CITY GUARD STATION <squad_ID> CITY GUARD SQUAD HOLDPOSITION <squad_ID> CITY GUARD SQUAD DISBAND <squad_ID> etc.
- To guard against abuse of the above, the channel time for squad movement could be the following: Peacetime (no raid in progress): 30-45 seconds (allows easy repositioning and rearranging of squads when not under threat) Pre-raid (deaths have occurred but not yet to the level of a sanction): 45-90 seconds During sanction: 120-150 seconds (close to normal channeling time for a full stack - too much? too little?)
Mind you, this is all based on a single person doing the work. A stack of five guards could still be moved in the usual 30-second channel time if you have five Security aides all moving them at once.
Why is anyone wasting time, thought, and ptecious energy into something that will never come to pass? No one likes guards, no one wants to see them buffed, and any idea other than "make more ways for us to counteract and remove guards from the equation" will be met with derision and contempt. You are thinking in the complete opposite direction of where people want this game to evolve, sorry to say.
Why is anyone wasting time, thought, and ptecious energy into something that will never come to pass? No one likes guards, no one wants to see them buffed, and any idea other than "make more ways for us to counteract and remove guards from the equation" will be met with derision and contempt. You are thinking in the complete opposite direction of where people want this game to evolve, sorry to say.
Um, hmm, last time I checked this *was* the "Ideas" forum...you know, for ideas and suggestions in general, not just "Only ideas that suit my playstyle and fuck the rest of you" type of ideas.
Suggesting a buff to guards in any fashion is absurdly ignominious and, as far as I'm concerned, a rather poorly thought out joke. Serious ideas only please. Like how to make guards LESS impactful to city defence and raids
You do, though? Enemies hit totems every time they enter a room and have don't stacking on them just to stand around. How are those not massive terrain advantages?
In fairness, totems are rarely going to be an issue. Smudging an area around you before the defense team rushes is going to happen much more often than them being ready to rush you before you can finish smudging.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
Why is anyone wasting time, thought, and ptecious energy into something that will never come to pass? No one likes guards, no one wants to see them buffed, and any idea other than "make more ways for us to counteract and remove guards from the equation" will be met with derision and contempt. You are thinking in the complete opposite direction of where people want this game to evolve, sorry to say.
I wouldn't mind seeing more guard buffs, if it meant that raiders got more counters other than "Have a mage? No? Get fucked."
Why is anyone wasting time, thought, and ptecious energy into something that will never come to pass? No one likes guards, no one wants to see them buffed, and any idea other than "make more ways for us to counteract and remove guards from the equation" will be met with derision and contempt. You are thinking in the complete opposite direction of where people want this game to evolve, sorry to say.
I wouldn't mind seeing more guard buffs, if it meant that raiders got more counters other than "Have a mage? No? Get fucked."
I'm not sure guards have to be less impactful. Maybe in some minor ways, but otherwise they serve a purpose as is. They definitely don't have to be stronger though, yeah.
I would also like cities to be better defended. Raiding a city directly should require some significant prior setup to disable what ought to otherwise be fairly absolute defenses.
It'd give more meaning to winning a direct raid, whereas now there is little.
I would also like cities to be better defended. Raiding a city directly should require some significant prior setup to disable what ought to otherwise be fairly absolute defenses.
It'd give more meaning to winning a direct raid, whereas now there is little.
People also said priests wouldn't get worked on. I definitely like the idea of guard specialized side-grades. There could be interesting types, such as mentioned earlier. More utility and less "come to room, kill stuff"
I changed my mind. Delete guards, make every factional class available to everyone, combine Eleusis with Ashtan, delete Mhaldor, split Cyrene off to its own game about arts and crafts or whatever they do, make all city layouts like Mhaldor's, integrate Starmourn, and flip the wilderness map on its axis just because. Also, rename the game Planetside III: Artefact Promo.
...I don't have anything productive. I just like talking about Achaea.
We'll take forestal classes, tho. The rest can go somewhere else.
We actually want our Gods to stick around.
(D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."
Comments
- Would like to have a way to order guards en-masse, rather than one at a time. For example, group a stack of constables into a squad and manage them with something like:
CITY GUARD FORM SQUAD <guard_ID, guard_ID, guard_ID, guard_ID, guard_ID>
-(or just limit it to the guards in the current room)
CITY GUARD STATION <squad_ID>
CITY GUARD SQUAD HOLDPOSITION <squad_ID>
CITY GUARD SQUAD DISBAND <squad_ID>
etc.
- To guard against abuse of the above, the channel time for squad movement could be the following:
Peacetime (no raid in progress): 30-45 seconds (allows easy repositioning and rearranging of squads when not under threat)
Pre-raid (deaths have occurred but not yet to the level of a sanction): 45-90 seconds
During sanction: 120-150 seconds (close to normal channeling time for a full stack - too much? too little?)
Mind you, this is all based on a single person doing the work. A stack of five guards could still be moved in the usual 30-second channel time if you have five Security aides all moving them at once.
Penwize has cowardly forfeited the challenge to mortal combat issued by Atalkez.
...pfffft
It'd give more meaning to winning a direct raid, whereas now there is little.
...I don't have anything productive. I just like talking about Achaea.
https://www.takethis.org
We'll take forestal classes, tho. The rest can go somewhere else.
Tecton-Today at 6:17 PM
That's 2:1, lawyers confirmed bad people.
https://m.youtube.com/watch?t=691s&v=gVsbOz4OHIU
https://www.takethis.org