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CRS Tweaks
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=14747
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Author:  Forsooth [ Fri Jan 12, 2007 3:43 pm ]
Post subject:  CRS Tweaks

Since this also got high ratings in the poll, maybe we should give this another look.

However, the only point of looking at this is to come up with new ideas. We already know lots of players don't like it. We also know that Dulrik likes the essential structure of CRS. Let's just look for adjustments that would make it more fun.

* Make a lost relic reappear after a set amount of time, say 2 RL weeks. If a cabal wants to keep another from power, it should take regular effort on their part.

* Make the outer guardian easier to kill, so HQs aren't such safehouses. To give defenders time to rally, consider adding trivial warning NPCs just inside the area housing the HQ.

* Let the relic protections better reflect the nature of the cabal, for RP goodness. Hammer and MC might keep the present fortified keep model. Druids and Fist might have weaker guardians, but might require more interior chasing around for passwords or keys. Harlies and Adepts might have the weakest defenses, but be able to move their HQ occasionally with immortal sanction.

Author:  Achernar [ Fri Jan 12, 2007 9:09 pm ]
Post subject: 

All of these ideas are yummy.

A

Author:  Lei_Kung [ Fri Jan 12, 2007 9:29 pm ]
Post subject: 

Even though I believe CRS should be motified and moved to tribunals, I think the outer guardian should be removed. In its place just a gate that can be sieged. Although, I undestand replacing the NPC with an object that can be sieged is harder, I think it would be worth it in the long run.

Lei Kung

Author:  josephusmaximus3 [ Sat Jan 13, 2007 6:18 am ]
Post subject: 

A priest and 1 barb or merc can take the outer guardian from what I remember. It's not really that bad. The guards inside are what will really hurt you.But only 2 attackers shouldn't bring too many.

Author:  Gremlin24 [ Sat Jan 13, 2007 9:45 am ]
Post subject: 

I would like to use the last idea to re-suggest a thought I had about the HQs. It would be nice if rather than having a guardian, we had some sort of terrain or puzzle to solve to get into the HQ. Make it not only a speed bump, but something that has to be strategically planned for. Not only would it make each HQ a little more unique, but it would keep them somewhat secretive, as there isn't a giant guardian and entrance to give away the fact that it is, indeed, and HQ.

Examples would be:

Maybe have a wall for the Empire. Groups attacking have to take certain siege items to climb it. There could be guard towers on either end to range attack, and they could maybe face some guards at the top and then have to descend down the other side. It could take certain amounts of PE, while having a chance of falling, and taking some kind of time.

Fists could have a temple with a giant set of steps and guards who shoot magic missiles at the top or something to that affect. The steps should absolutely steal PE or something. I don't know, maybe it would be too easy. But I bet someone out there has a far better idea.

Druids could have a dense thicket to make your way into that changes every so often. Make it like a maze that people have to figure out, nothing impossible, just enough to slow attackers down. Maybe the druids get some super cool advantages in this due to their relationship with nature.

Adepts could have some sick traps (think saw?) on the way into their lair. Their caverns or whatever should also be maze like or somehow difficult to navigate. Maybe there are a few rooms that will "spin" and are completely dark.. So, you have to be smart in your maneuvering and can't completely bum rush the gates.

Hammer could have a mote and gate to siege. It would be something like the empire's gate or the fist's steps, only you have to swim and maybe face really cheap NPCs.

The Harlys could have some sort of tricky, mind altering path. Maybe have "illusionary" monsters pop out and annoy the attackers. I'm sure they'd know better what they want.

These things shouldn't be overpowered, but they should give the advantage to the defenders to get back in time and make a decent defense. It's only a very, very rough draft, but I think it is more interesting than plopping a big NPC in the way and making every entrance look alike, no offence.

Author:  Carsetius [ Sat Jan 13, 2007 10:15 am ]
Post subject: 

The only problem that I can see with that is that as soon as people go through it a couple of time they will remember the easiest path. So then when they do come to attack they will not be slowed down at all.

Author:  Gremlin24 [ Sat Jan 13, 2007 10:47 am ]
Post subject: 

Well, I suggested to put in some lag on certain commands (such as climbing) and to have ever changing puzzles. There are a multitude of creative ways to slow people down.

It would take a decent amount of work, but I'm sure each cabal would be more than up to the task.

Author:  Nightwing [ Sat Jan 13, 2007 12:12 pm ]
Post subject: 

The cabals might be up to the task, but I'm not sure the builders would be.

I like the idea in concept, but not so much in practice. I look forward to the day when cabals don't need HQs anymore.

Author:  Gremlin24 [ Sat Jan 13, 2007 5:54 pm ]
Post subject: 

I would assume that the cabals would be up to the task of building it all. Most people actually seem to jump at the chance to build things. I only suggest that they take a look at one one of the builders guidelines. Heck, I'm sure Wert would be more than willing to tell the general public about how to build well.

*shrugs*

Author:  Dulrik [ Sat Jan 13, 2007 6:40 pm ]
Post subject: 

Players can't do the building. While helping to generate descriptions and other ideas for a project is very valuable, it is not the entire process.

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