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Stealing Creation Tunnels

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cow1337kilIr

cow1337kilIr

Posts: 36 Bronze Posts by user Forum Profile RuneMetrics Profile
I think your idea could really benefit to stealing creation as I am often in a team trapped in their own base and it is very annoying.

Instead of having tunnels I think they should be linked to a skill - Dungeoneering to be precise. There would be a resource dungeon door in your base with the glowing bit coloured to you team colour, then members of the team could build another resource door somewhere else in the map by making a door in the furnace and placing it on the map, even in a fog cloud. The amount of clay needed for the doors is 5x the class tier so 5 class1 clay for a class1 door and 25 class 5 for a class 5 door. With 5 possible different doors placed all over the map it would leave many escape routes for trapped players. You could be able to choose which door to go to by clicking on the door in the base (in a very similar way to the tokkul-zo). The doors would also have a varying amount of hitpoints depending on their tier.

17-Jan-2013 15:54:09

Sealine25

Sealine25

Posts: 13 Bronze Posts by user Forum Profile RuneMetrics Profile
I love stealing creation as it is a fun game to play.
Although i am a high combat player, it's not fun to get piled upon outside the door.

I think this base damage thing is a very good idea, but ranger or magers can bypass this defense. They will simply stand out of range and freeze the hell out of everything.

Also this tunnel thing, you could have an agility requirement or something of the sort. Or you could possibly go into the tunnel and pop out in a random fog. This way it gives it a sort of risk to use the tunnel.

12-Feb-2013 04:10:01

The Tragedy
Aug Member 2023

The Tragedy

Posts: 101 Iron Posts by user Forum Profile RuneMetrics Profile
support and i would also love to see exp come back to sc, as it is kind of a dead mini-game now, but they would of course have to Nerf the rate or something because no one would want to see anyone get 99 crafting, summoning, smithing (exct.) the easy way-would we?
i apologize for bad spelling and grammar.

16-Feb-2013 04:53:53

Spike ta Fox

Spike ta Fox

Posts: 207 Silver Posts by user Forum Profile RuneMetrics Profile
I would like to point out you get SC points for kills and "some" not many but some "most kill players" as u call them play SC to get exp boosting combat gear such as the SC shield, coif, mage hat, or melee helm. Just pointing that out.
but also in a supporting note, I do like this idea of a progressive damage the closer you get to the base, I read somewhere up ahead a suggestion that the fog tunnel be a random fog spawn, that sounds best, seeing as we aren't trying to give skillers a quick jump to the middle of the field at the very start of the game, that would not be balanced.
Fox jester ~"Dragon warhammers need support! Thread: 185-186-445-64538960"

13-Mar-2013 01:50:31 - Last edited on 13-Mar-2013 01:50:53 by Spike ta Fox

Meru

Meru

Posts: 485 Silver Posts by user Forum Profile RuneMetrics Profile
What if instead of just 'Base-Damage', your team could build things around the base. Like clay cannons(ranged), clay slicers(melee), and magical clay towers(mage). They would use construction to build at their respective tiers. That way.. you can get the best of both worlds. If your team is good enough to destroy all of the opponents defences maybe your opponents just really suck and deserve to be base camped. :P

I don't really like the tunnel idea though, people could just gather clay and horde it back to the base making familiar scrolls kinda useless.

26-Mar-2013 14:19:00

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Meru, You stated "I don't really like the tunnel idea though, people could just gather clay and horde it back to the base making familiar scrolls kinda useless. "

I had hoped to have the tunnels just be an exit from the base as getting clay back to your base should always be a challenge.

27-Mar-2013 23:40:38

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