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Stealing Creation Tunnels

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Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Continued:
You state: "Just because your combat level is too weak to stand up to lv.99 ancient mages barricading your base, doesn't mean you should ruin the game in order to make it easier for you to skill away pointlessly. Non-combat sc exists for your tastes."
I've already stated I'm a lvl 99 mage and barrage all the time and have killed all level players in the game. So I don't follow this comment if it is directed at me.
I just seems very obvious you didn't read through the thread. Please do so and you'll clearly see I love the combat. I don't want to change or limit the combat in any way. The majority of the folks here agree that the game favors the combat based player over the skill based player. It is not balanced. You even say: "Its a game for WELL-ROUNDED players." It's not. This game favors the player with high combat levels. The player with lvl 99's in Attack, Strength, Defense, and HP that can't mine a single level 2 clay with destroy the typical "well-rounded player".
The suggestions I am making are intended to balance the game, not limit the combat in any way.

22-Jul-2010 03:30:35

Foe Or Foe

Foe Or Foe

Posts: 1,225 Mithril Posts by user Forum Profile RuneMetrics Profile
Good idea. Im 130 combat and i do pk once i obtain 20k points. But i got a few opinions on each topic u made on post 1:
1. Tunnels are a great idea. I advice you edit your post and make tunnels appear 'random' in any fog near your base so the tunnel cant be traced by the enemy. To make this option fair the use of a tunnel in the base should cost a bit of your score like 10% or 2k score ect.
2. I dont agree on this idea. This isn't Fist of Guthix. Besides that wont stop people from barraging you, it doesn't solve the problem you guys are dealing with. Stealing Creations is all about teamwork, so if your in those bases and surrounded by a couple barragers, combine the last few ppl u have in the base and pile them or theive them. Making a aura to hurt the enemy would be a pointless update im sorry.
_So yes, i support option 1, but not 2. I hope a jagex plans on updating sc because it is too my favorite minigame.
The hippo warlord
::Foe or Foe::
==Edit==
^^ What if option 2 (the aura) would work on player-made barriers? That would provide excellent protection with the tunnels i might say. I sugjest to many to take advantage of collecting clay in the beggining of the game and try to make daggers for your team if in this dilemna.

22-Jul-2010 04:04:53 - Last edited on 22-Jul-2010 04:12:07 by Foe Or Foe

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Foe Or Foe,
You mentioned making the tunnel go to a random fog somewhere near your base. We have discussed this and I could go either way, random or not.

There are a couple advantages of it being random:
1) Is that the enemy wouldn't be able to locate it and attempt to shut it down through pking.
2) You wouldn't be able to use it as effectively as a quick way of getting back to the enemy base once you have restocked your pking equipment.
Reasons for it not being random include:
1) If it were random then the tunnels just might be too frequently used and there would be no way of keeping folks from getting resources. The game would change from attempting to keep folks from getting resources to killing them once they got them on their way back to the base.
2) Locating the enemy's fog exit and attempting to keep folks from getting out might be kinda fun.
Your suggestion of making the use of the tunnel cost you something is interesting and deserves more thought.
As far as idea #2, I don't want to stop folks from barraging. These folks can be defeated. Most diehard SC players have high Thieving levels, I know I do. And Mages have to have runes and equipment to be effective. Several folks swarming them and pickpocketing them shuts them right down. I don't want to change this. Its the high combat level one item (usually a dagger with "keep one item" prayer always on) player standing at the enemy base attacking all that come and go that I would like to see more challenged. The Mystic in the base casting high level range and mage attacks at those right up at their base would effectively make this more difficult WITHOUT stopping it.
Stealing Creation is my favorite game in RS (gop being a close second) and I really don't want to change it too much. The combat is very important and to limit the ability to engage in combat would ruin the game.

23-Jul-2010 17:14:10

Foe Or Foe

Foe Or Foe

Posts: 1,225 Mithril Posts by user Forum Profile RuneMetrics Profile
Bump.
_This is off-topc, but if you play stealing creations as much as you have, then you have expereinced the glitches like i have. I cant explain all of them, but they include:
-Not having the 'attack' option for enemies.
-Stuck in enemies barriars.
-Tele'd out of any area, including your own barriar, when the enemy makes his own barriar next to you.
-Mute for a game (not a jagex mute, just happens randomly)
Theres many more im sure, but i gotta say those glitches are top of the list to fix before releasing more updates and they havn't since the released sc. I personally feel jagex is neglecting so many things... but thats another story.
_Any how, you got the right idea on tunnels, but it should only have the option to enter a tunnel to the fogs, not a re-enter option for the base (so enemy cant trace). Any how gl with thread.
-Foe.

24-Jul-2010 01:26:47

Adelli0n

Adelli0n

Posts: 144 Iron Posts by user Forum Profile RuneMetrics Profile
Scavlord I wasn't referring to you, I was responsing to the thread in general.
It frustrates me when skillers think they should get protection and priority because they are weak and exist only to skill. If their team is too incompetent to defend their skillers (which is what should happen), then that team deserves to lose no?
Most combat players are good skillers too, so they can almost self-support themselves to an extent. I made my own armour food, weapons etc, no one skills for me. Skillers harm on teamwork to an extent because they don't fight. Stealing creation is effectively war. All personnel *should* be able to fight. The skillers naturally should only fight when they have no other alternative.
Tunnels to allow skillers through are cool, but perhaps unburdening the opponent's combat players from defending said skillers? I think Stealing Creation should give more incentive to encourage combat players to defend more vigorously rather than a full frontal base attack. Maybe warnings that the skillers are being attacked or the base is under attack?

24-Jul-2010 06:04:54

[#OGL6QBVS4]

[#OGL6QBVS4]

Posts: 8 Bronze Posts by user Forum Profile RuneMetrics Profile
I don't know about the escape tunnel leading to ONE fog spot. Why not have it take you to a random fog spot? I am like a mid level when it comes to combat but I prefer skilling. I hate it when people come up to me with their c5 daggers equipped and just try to kill me because I'm there. It just ruins it for me.

25-Jul-2010 01:05:28

Hanzo IllI
Nov Member 2022

Hanzo IllI

Posts: 205 Silver Posts by user Forum Profile RuneMetrics Profile
...lol i play stealing creation like i go on runescape, i know exacly which team will win and which team wont, it come as sense when you play for s.c. knifes trying to get 99 fletch, but i support this idea im a major s.c. player ^_^
There will always be paths to tread and methods to try. Roll with it.

25-Jul-2010 03:03:38

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