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Stealing Creation Tunnels

Quick find code: 185-186-915-62880562

Pm713

Pm713

Posts: 2,214 Mithril Posts by user Forum Profile RuneMetrics Profile
gd idea but i think Jagex should make the barriers only around the base because now a days when i play it the other team makes bases near our main base and we get owned because we cant leave at all oh and maybe have a mining tunnel in the mining guild because that really fails now

28-May-2010 16:55:38

Eraser418

Eraser418

Posts: 7,621 Rune Posts by user Forum Profile RuneMetrics Profile
I only agree with one part....the thing about how u recieve a little dammage the closer ur to the enemy base but not too close cuz u might wanna steal some clay
BTW Stealing Creation IS an only skill miningame. Combat skills are skills too you know without it there would be not challenge and no fun.

28-May-2010 17:01:21

Scavlord
Jan Member 2008

Scavlord

Posts: 1,024 Mithril Posts by user Forum Profile RuneMetrics Profile
Eraser418,
The idea is to make it more difficult, but not impossible, for an enemy player to come right up to your base, stand there, and attack all who come and go. Whenever you exit the base there is a delay as you pass through the door and that provides enough time for an enemy player to attack you before you can do anything. If the mystics in each base helped defend their base with range and mage attacks it would make it more of a challenge for the enemy to just stand there.
You stated "Stealing Creation IS an only skill minigame. Combat skills are skills too you know without it there would be not challenge and no fun."
In my posts here I have tried to acknowledge what you are saying but the game itself makes a distinction between "Combat levels" and "Skilling levels" whenever you enter a red or blue pen to start the game. I am speaking about the exact same division between "combat" and "skilling" as jagex does.
And as I've stated numerous times I have no desire to eliminate or limit the combat in the game.
As far as the Tunnels I still think they should be an exit only that places you in a fog in the field of play. I don't think this location should change during a game as a team should be able to locate the "fog exit" of their enemy and try to secure it. Being that there would be no "mystic" there (like in the base) your protection would be the fog itself and the fact that the enemy can't see if anyone is waiting there to escape.
I think the two ideas, the mystic helping to defend the base and the tunnel exit, compliment each other and would help balance the game for the "skilling" player. As it is right now the game heavily favors the "combat" skilled player.

29-May-2010 05:43:32 - Last edited on 29-May-2010 13:58:51 by Scavlord

Zaxbys
Jan Member 2007

Zaxbys

Posts: 1,037 Mithril Posts by user Forum Profile RuneMetrics Profile
Ive played stealing creation for a long time, trappers get on my nerves but then again its your fault if you get trapped, its about strategy and how you handle yourself at the first few minutes of the game, this decides who will be able to take control at the end.
Plus im with Oink :)
Lord ENB

02-Jun-2010 18:59:56

Haig Halen

Haig Halen

Posts: 87 Iron Posts by user Forum Profile RuneMetrics Profile
lol, my favorite part of this thread was not your ideas, but rather the way that you provided every negative-ish post with a college-level-thesis counter-argument, lecturing them about how your right and their wrong.
But I pretty much understand your position on the argument, Scav. If you think that the skillz v. killz in the game is off-whack, I disagree, seeing how the rewards from the game seem to favor skillers more, as you get 2x xp in 8 skills verses 6 in combat; plus, skillers have the option of volatile tools for a bit extra xp.
I have seen plenty of lower levels in Sc who do fine and plenty who get killed within the first 4 minutes; you just have to know how to ride with the game. The idea of "basing", however, probably has more supporters than nay-sayers, so gl doing away with that.
Still best of luck with your ideas. ^_^
*Fly*

03-Jun-2010 02:31:33 - Last edited on 03-Jun-2010 02:33:29 by Haig Halen

Arxitar

Arxitar

Posts: 148 Iron Posts by user Forum Profile RuneMetrics Profile
I totally agree, its so annoying that when your 2min into a game a lv 138 comes with his cl5 dagger and soul split owning us in like 3 hits or when the real chaos begins "all the ice barragers attacking you" (ex:anyone under lv110). It should be more skill based and not combat i would enjoy that, and with a slight twist to your tunnels :)
1.tunnels that are catacombs and you must use your skills to get to hidden places containing luxurious clay (not normal clay aboveground) and process it into special gear : ex : teleport gate-stones(stole from dungeoneering)
2. ability to build traps (like spikes or pit holes(would drop u into catacombs) outside around base or underground)

03-Jun-2010 03:43:37

Hween Set

Hween Set

Posts: 1,842 Mithril Posts by user Forum Profile RuneMetrics Profile
I Support, me and my friends play sc alot and there are those games where the other team won't let you get any clay. I would possibly fight back considering I am level 122 but without clay i can't really barrage them away...but i only barrage when i have to, cause im just there for points lol.

*Pretend i have a awesome signature here*

05-Jun-2010 23:40:55

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