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Stealing Creation Tunnels

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Gutharix

Gutharix

Posts: 35 Bronze Posts by user Forum Profile RuneMetrics Profile
I like your idea of making Stealing Creation less frustrating. I support this suggestion, and I would like to suggest a few amendments and ideas as well.

1) It is a good idea to make bases do damage, but would it be more effective to reduce combat-related stats instead? I personally would go with an invisible 10% stat peanalty (similar to the stat effect in Fist of Guthix) for staying close to the opponents' base too long.
Players would see a message similar to this:
--"The energy of the opposing team's base has reduced the effectiveness of your stats."--
It would then follow up with another message like this:
--"You will regain your strength when you leave your opponents base."--

2) The tunnels could instead be warp portals that warp to a random shadow spot. In addition, you must have no weaponry or aurmor to use it. This does not include tools, potions or summoning equippment (howvever, this includes runes.) This protects against two unwanted tactics from arising: a)camping around the base and the supposed "tunnel opening" and b)killers using the portal as a shortcut back into the game.
3) The standard keep your items should be in play. However, the skull system should also be active (as seen in bounty and pvp worlds) to prevent pkers from getting right back to killing, which could leave us in an even worse situation.

4) When picking pockets, loosing 2000 runes of one type can be a serious problem for those who worked hard to get it. The best solution is to have a maximum amount that can be pickpocketed per pickpocket - 1000 or 50% of all of those runes, whichever is higher, just to be fair to those who depend on it.

I hope you enjoyed reading my suggestions. I would love to get a second opinion! ;)

05-Jul-2010 16:05:44 - Last edited on 05-Jul-2010 16:06:30 by Gutharix

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Gmg5, Thanks for adding your suggestions.
First, I hadn't considered a combat stat penalty for the base damage. You mentioned 10%. Would this increase as you remained at the enemy base? I had later thought about the "mystic" in each base actually defending their base by casting high level mage or range attacks against those enemy players standing within a couple steps of the base.
I was a bit concerned that the tunnels may help solve one problem and lead to another. Having a limit as to what you can carry as you pass through the tunnel or warp portal would solve the problem of having these used as a way to quickly get back to attacking the enemy base. A great and needed addition to the idea, Thanks.
The idea of having a limit as to how many runes can be pick pocketed at a single time has had its own thread more than once. The argument against the limit is that high level magers are already considered overpowered as it is and the only defense against them is to take their runes. To limit the amount of runes you can pick may just make them almost invincible.

06-Jul-2010 04:21:17

Trizimo

Trizimo

Posts: 1,317 Mithril Posts by user Forum Profile RuneMetrics Profile
I like the tunnel idea, but not the way you have it set up.
Quote: "that leads to a fog somewhere in the center area of the playing field. This fog tunnel entrance should be visible to that team but not to the enemy."
Problem: Going to the center everytime and not having the other team see you is very unfair.
My solution: There can be a tunnel but instead of knowing where it goes it teleports you to inside a random bubble. that way you are safe and hidden. ;) Fair to both sides, and you stay alive. This way you can wait intill the coast is clear.

Anyways thats my thoughts.
Trizimo

07-Jul-2010 15:12:39 - Last edited on 07-Jul-2010 15:12:50 by Trizimo

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Mr Worms 3d,
Sorry, I don't understand your comment.
Whats part of the game?
And thanks for the tip of world 70 for non-combat games but I really prefer the full combat version. If I'm going to play a non-combat game I usually play in an all 80+ skills clan.

08-Jul-2010 03:10:59

Terimaree

Terimaree

Posts: 116 Iron Posts by user Forum Profile RuneMetrics Profile
Support completely. Should be random, however and of course one way. Limiting what can come through would be great too xD
With the base, I far prefer the idea of combat stats reduced when closer to base... they'd have to increase the closer you got to the enemy base and a small indicator could show (by your points) effectiveness of stats. When going away, this would ebb out (instead of making you able to run out, get rid of the negative bonuses and come right back in again).

09-Jul-2010 04:32:30

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Trizimo & Terimaree,
You both mentioned the location of the fog exit. My thoughts were that if the fog exit were random then the enemy wouldn't ever be able to locate it try to shut it down. Although the point of the thread here was to make the game a little more evenly structured between the combat and skill based player, I thought having a completely random exit might make it too easy. Attacking and shutting down the enemy base is a way of attaining the ultimate objective, winning. Completely removing this by making a random safe exit seemed to much.
Now, on the other hand, if this random exit dumped you in a fog right in the middle of the enemy, maybe that wouldn't be so safe after all.
When I spoke of having the fog exit being "in the center" of the playing field, I really meant just a fog somewhere away from the base.
And I agree that you should be limited as to what you can take through the tunnels.
I could go either way, random or not, with the exit. I think either way would add a great twist the the game.

09-Jul-2010 23:02:43

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