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Stealing Creation Tunnels

Quick find code: 185-186-915-62880562

Smithing

Smithing

Posts: 8,213 Rune Posts by user Forum Profile RuneMetrics Profile
You've got some pretty great ideas here. I too find it annoying sometimes when I work hard all game; but then die right before I make it back to the base. But we've also got to look at this from both prospectives. Stealing Creation wasn't created just for skillers. It was meant to include both aspects of the game; combat and skilling. By making it easier on skillers, things will become harder on people who play the game for combat-based purposes. Anyway, nice work and goodluck with the thread.
-Smithing

11-Mar-2012 05:03:53

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Hello Smithing, Thanks for your input. I actually spent a great deal of time thinking about this. The problem I have now with the game is that it has almost been "solved".
A game is solved when you figure out a way to always win, tie, or never lose. This is why "tic tac toe" lost interest for most of us at the age of 8 or so.
Checkers has now been solved and chess might be in the future.
It just takes a couple high combat players on a team with the right plan and a game of Stealing Creation is solved. I understand that win or lose its fairly easy to get at least 20 points per game but the game is very unbalanced in favor of the combat player.
I've heard it here more times than I care to count; "get your combat levels up and stop complaining". That position doesn't address the complaint that I have. A pure with 99's in all "skilling categories" doesn't stand a chance against a high combat player that can't harvest or process a single C2 clay.
Balancing the game so win isn't always achieved by the team with the highest combat players is the goal.

11-Mar-2012 14:32:54

RewindRepeat

RewindRepeat

Posts: 3,899 Adamant Posts by user Forum Profile RuneMetrics Profile
I was expecting some ******* solution that ruined sc pking all together, gratz on coming up with a good balanced solution instead! As a high level player I even get trapped in my base by those morons and their ice barrages.

support

12-Mar-2012 02:45:01

Blade
Oct Member 2007

Blade

Posts: 4,890 Adamant Posts by user Forum Profile RuneMetrics Profile
This idea was excellent when I first saw it (on your orig thread) many moons ago, and it still is.
Happy to support it again :)
Edit* checked thread date and wow this IS the same thread, gratz on keeping it going so long, well impressed :D
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17-Mar-2012 13:39:35 - Last edited on 17-Mar-2012 13:40:35 by Blade

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Great to see you again Blade Wed, welcome back!
And Herbology, I completely agree that the tunnels should just be an additional exit from the base. This was discussed early on in the thread and I should make that clearer.
Getting resources to your base should always be a challenge.

18-Mar-2012 02:31:09

Zaros Lord

Zaros Lord

Posts: 86 Iron Posts by user Forum Profile RuneMetrics Profile
People could still safely long range attack, from more than 4 squares away. I have an idea to improve. Anyone whose ATTACK goes near the base is damaged, if they are on the opposite team of the base. You could still safely lounge. Lol.

03-Apr-2012 03:49:03

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