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