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Stealing Creation Tunnels

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Hween Set

Hween Set

Posts: 1,842 Mithril Posts by user Forum Profile RuneMetrics Profile
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30-Aug-2010 23:07:26

Dark Arc
Dec Member 2020

Dark Arc

Posts: 522 Steel Posts by user Forum Profile RuneMetrics Profile
Very good idea. I like it and all but one thing just i think i have something better to add. I have on a few occasion clicked the barrier door only to lag and go back out and die. Can you make it delay so that it takes like 2 seconds to go from inside to outside this would save many peoples lives.
Also can u make it so that no damage applies once in base. So that it just hits but u don't take anything. Many people die after passing the barrier.
Edit:Enable poison (smoke barrage is useless without it)

04-Sep-2010 03:56:18 - Last edited on 04-Sep-2010 03:57:31 by Dark Arc

Simbas Roar
May Member 2020

Simbas Roar

Posts: 871 Gold Posts by user Forum Profile RuneMetrics Profile
whether or not you realize this your idea will effect non combat clans also. With the tunnels the pker's can leave the base, making it to where non combat games are impossible. You are very concerned about lower level players but don't think about the clans that help them for the specific reason you are making this thread.
Fightn lrish :p
Edit: after reading more I've seen people mention ideas about defending the base more. Like in fist of guthix where the person being attacked has his stats lowered, maybe in sc they could have a section surrounding the bases where your combat stats are temporarily decreased until you leave that area.

04-Sep-2010 05:22:53 - Last edited on 04-Sep-2010 06:04:21 by Simbas Roar

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Fightn Irish, Thanks for the comments.
The comments I'm making below are very specific to Non-Combat SC games.
I have played quite a bit of Non-combat SC and I had thought quite a bit about the effects of the changes I'm suggesting on the non-c games.
Somewhere in the thread I mentioned that the damage you received at the enemy base should never be as far out as the closest clay. With this in mind you should never go right up to the enemy base while playing non-c SC, but you should never fear getting attacked while gathering clay even close to the enemy base.
As far as the tunnels, this is another reason I would prefer having the tunnels go to a fixed fog, determined at the beginning of each game, in the playing field. With a little clan communication it will be very easy to share the location of this fog with all who are playing.
These changes may prove to make the non-c SC a little more difficult but I believe the changes would make the game, as it was intended to be played by Jagex, better, and I think that should be the priority.
And finally as I'm sure you already know, going clanside in non-c SC is very effective once you determine who the attacking players are. I know it slows the process but it certainly works.

04-Sep-2010 06:25:52

Foxy Woxy

Foxy Woxy

Posts: 43 Bronze Posts by user Forum Profile RuneMetrics Profile
this is one of the most tohgh out comments ive seen and i fully suport it, and i think this would be a great add on, im a non combat sc player as well, and every time i play, its 3 or 4 lv 100+s that come out of no where, kill me, and the take over the base completly, so im traped for the rest of the game.

04-Sep-2010 07:07:29

Simbas Roar
May Member 2020

Simbas Roar

Posts: 871 Gold Posts by user Forum Profile RuneMetrics Profile
Non cb sc depends on basing pker's tho, so not being able 2 attack near bases wouldnt help anything. Yea we can try our best, find there fog, and try and keep them from killing our members that way, but in the process of finding a way 2 figure out how 2 go about keeping them away many would die and leave the clans. IMO this could hurt alot of non cb clans.
Edit: with the clanside games yes we can kick them from the cc but thats not stopping them from pking that whole game, or telling friends 2 come do the same. You said youself you are familiar with non cb sc so you'd now theres groups of people with several accounts, that there main goal is 2 pk non cb clans.. your tunnels I believe would be giving them way to much power. keeping them in the fog is a possibility but that would be much harder then basing them.
158 and 164 I could see the tunnels being a great idea, but I doubt jagex would only make the tunnels on those 2 worlds.

04-Sep-2010 08:11:59 - Last edited on 04-Sep-2010 08:17:20 by Simbas Roar

AmandaJoy
Oct Member 2023

AmandaJoy

Posts: 655 Steel Posts by user Forum Profile RuneMetrics Profile
ah, yes but what about the annoying mage freezing everyone in their tracks standing 8 squares away? or the ranger with his sacred dragonhide outfit, shooting arrows at all who dare to pass? they're getting off scot-free, mabye the base damage would affect anyone on that half of the playing feild attacking the team of that side?
just a suggestion ^^
100% support tunnels... dase damage could use work...

04-Sep-2010 08:18:56

Magic U Down

Magic U Down

Posts: 2,149 Mithril Posts by user Forum Profile RuneMetrics Profile
I like the seccond idea on it, having the base damage enemy teams that get near would be a good way of dealing with this problem also giving some kind of bonus to players on that team within that range.
(Though I really think they should change sc back to the way it was when it first came out.)

04-Sep-2010 08:49:06 - Last edited on 04-Sep-2010 08:50:41 by Magic U Down

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