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Stealing Creation Tunnels

Quick find code: 185-186-915-62880562

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
It's good to see and hear from you again Blade. It seems Jagex has let alot of these old games basically die. I believe a great deal of membership loyalty comes from having these once great games. Stealing Creation needs an update more than ever.

05-Jan-2014 19:57:32

spesiaal
Apr Member 2022

spesiaal

Posts: 33 Bronze Posts by user Forum Profile RuneMetrics Profile
yes good suggestions, but what would help also even to low levels and high levels is that . melee, range. and mage should all be made even powers so that for instance a low lvl player might have very good range and still be able to fight evenly on the field of play . like in eoc mage is so strong that no one else can use range or melee
and so no one stands a chance .as there powers of range and melee are so weak they don't even work.
just a thought to help the future game set.

21-Jan-2014 15:43:50

Blade
Oct Member 2007

Blade

Posts: 4,890 Adamant Posts by user Forum Profile RuneMetrics Profile
^ Jagex is utterly confused about the direction the game should take combat wise, hence the new planned updates are a confused mess of eoc style specs, momentum and a ton of modes inbetween.

Also, bump.
¨'‘*°º•
Blade
•º°*’'¨

.
Proud Owner of
.

......
Stormriders
......

24-Jan-2014 12:59:31

CharedFossil

CharedFossil

Posts: 867 Gold Posts by user Forum Profile RuneMetrics Profile
Scavlord if you can it might be best if you could move this forum to Existing Game Content improvement forums where players discuss improving already exhibited things in the game. But while i'm here I would like to discuss the Daemonheim twist to these tunnels as well as possibly incorporating divination into the mini game.

The tunnels might have one or two random entrances on the service, with an entrance at the base. Once exiting the tunnels you can't enter them from said entrances as it opens up into a foggy cloud. The tunnels themselves are a sprawling maze that changes each game like in daemonheim. However, the tunnels connect the bases underground, but each team isn't given a full map. Like in daemonheim you have to explore each room to unlock the map. And in each room you get a random of either a resources plot, sacred clay kiln, as well as obstacle hotspots to stop the other team. However, each team won't be aware of the progress of the other team and will have to proceed with caution. Luckily only one room connects the tunnels, but you need a good agility level to make it over to the other-side of the chasm.
A
burnt
Skeleton from day's gone by approaches you. What do you do? ;)

30-Jan-2014 03:59:52

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
CharedGorgon, I really like your suggestions and they follow my original desire which is to have tunnel(*) exiting the base to a fog so as to limit the the frequent outcome of the game; trapping the other team in their base.

One question, you mention gaining access to the other teams tunnels. Once a team has accomplished this would they be able to block, through combat, the use of the other teams tunnel to a fog location?

The idea of the tunnel is so a player can gain access to the playing field via a fog where (s)he can wait in safety to exit and it also takes the fight away from the bases and into the playing field where I believe it should be.

31-Jan-2014 14:09:29

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