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This skill is incredibly boring and unimaginative.

As opposed to RC, Cons, Agility, Herblore, Thieving, Crafting, Fletching, Hunter, Mining, Smithing, Fishing, FM, and WC without the use of minigames or bonus xp?

Well, yes.

 

We were promised a lore-heavy skill.

It's not.

 

In fact, the skill makes very little sense.

Runecrafting is based on imbuing energy into things - runestones, staves, robes.

Divination is based on gathering energy and making things - portents and such.

So why aren't we using runecrafting for this? Why is Divination required?

"It's a different type of energy" - why? How?

 

Why don't my 99s in runecrafting, magic, summoning, prayer (Guthix!) and dungeoneering (portals! strange energies!) help my Divination at all? But my hunter suddenly helps?

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Level 56!

 

Edit: 60.

  • Like 1

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Done for today at 63 Divination. Hopefully will get 70 tomorrow but I doubt it.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Divination idea:

 

Take the wisps/nodes.

You can attempt to harvest every 3 ticks. If you succeed, you get energy. You can also get virtual energy. Every time you attempt a harvest, you gain a virtual charge. You can't see these virtual numbers. Say:

  • Chance of getting energy + virtual charge: 10%.
  • Chance of getting virtual energy + virtual charge: 20%.
  • Chance of getting virtual charge only: 70%.

When you manage to harvest, you take damage equal to ((1‰ of your max hp) + 1) per charge per tier of the node. If you have the boon for a given tier, reduce the tier number by one (e.g. at level 60, when you make the boon for level 50 energy, level 50 energy counts as tier 5 instead of tier 6). That means you take no damage from the lowest tier nodes if you make the boon at level 10.

 

So, if you have a tier 10 node and 80 Divination, and let's say your attempted harvests are like this:

  1. +1 charge
  2. +1 charge
  3. +1 virtual energy & charge
  4. +1 charge
  5. +1 charge
  6. +1 virtual energy & charge
  7. +1 charge
  8. +1 charge
  9. +1 charge
  10. +1 virtual energy & charge
  11. +1 charge
  12. +1 charge
  13. +1 energy & charge - harvest successful. Obtain energy equal to 1 + virtual energy (in this case, 4), the appropriate xp (say, 4*100) and take damage equal to 10*13 ‰ of max lp + 10*13, which is 13% + 130.

Now there is a series of prayers/curses which reduces damage taken from Divination by 20, 40, (...), 100%, but you lose one prayer point per ‰ damage prevented (because prayer/lp are not really symmetrical right now). The prayer costs (almost) nothing to maintain if you take no damage. If your prayer runs out, you take the remaining damage normally. This damage can kill.

 

Enriched nodes drain Constitution levels (or Prayer, if you use that). You lose one level per 1% damage you would have taken, but you take only the (tier*charge) damage. Sadly, super restores are good for restoring prayer also, so maybe these levels should be 'negative levels', a separate debuff which is otherwise equal to stat drain, but negative levels are not restored by (super) restores. You would lose a couple of these negative levels per minute. Prayers do not prevent negative levels.

 

If you feel a node is taking too long, gathering too many charges, you can disrupt the node using magic, gaining an extra 10 charges but succeeding on the harvest on your next try. You need to have a certain magic level to disrupt nodes - 10 levels below the level required to access the node. Boosting works.

 

The idea is also that you should balance node length. The ones that give you lots of charges and lots of energy also damage you a lot, more than you have health if you wait too long. On the other hand, disrupting nodes when they are still young means you take lots of extra damage (1% per tier per disrupt, from the 10 extra charges). The prayers allow skillers to train Divination and provide a tie-in, along with more efficient restore and more options. It can be more efficient, for example, to use the 100% reduction and restore only prayer, or the 80% and use a unicorn, depending on how much damage you take.

 

Edit: Obviously you can also suicide and just loot your grave for energy. Lol.

 

This kind of setup encourages people to keep skills closish together. I don't like skills that can be trained to 99 with absolutely no other skills required.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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69 Divination right now. Goal for tomorrow: 73. Racing Aiel - he's aiming at 99 craft.

 

Edit: 71 Divination.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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I made a suggestion for Conquest here. Now, I've been thinking about it some more and modifying it well beyond Conquest.

 

The idea is:

There is a grid like Conquest, with high and low obstacles. Maybe with the D&D rule regarding diagonal movement (every second square diagonal costs two moves instead of one).

There are units standing on the squares of the grid. These have health, speed, damage, range and special ability.

Each turn, both players give their units orders. They do this at the same time. Once the orders are given, they are played out.

Unit selection is like Conquest. Commands are different but all available. Special abilities replace them in part, for example, cavalry (riding non-horses) has the 'Charge' ability.

 

The orders are pretty simply based on action points. You can move X squares, attack X, dig in, accompany a unit, use a special ability.

 

Now, what is really crucial here is that editing orders means you are editing standing orders. Troops act according to those orders every turn, so if a troop is doing well, there's no need to change the orders.

 

The kind of orders you can give is very important. You need to be able to tell your units to move to a place, to move to a unit, accompany a unit, attack a unit, guard a place, stand down, volley, charge etc.. You also need to be able to set priorities: attack far-away targets first, attack close targets first, high health, low health, fast, slow, heavy, light, first/last to come within range. In the setup screen, you can set what standing orders your army start with.

 

When executing the orders, they are done all at once. If troops collide, they fight (some troops are better at colliding than others, and colliding sideways is different of course). Troops on alert fire/strike at one target within range as determined by their priorities (these attacks also mean that moving into the range of archers is dangerous even if you don't attack them). Troops ordered to volley at an area hit anything that passes through that area in a given turn.

 

Combat should otherwise be pretty simply, just like Conquest. Bit higher health:damage ratio.

 

Edit: 73 div, 1m xp. 12m to go :(. Aiel won by the way, he got 99 crafting when I was about 12k from 73.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Each turn, both players give their units orders. They do this at the same time. Once the orders are given, they are played out.

 

Would there be a limit to the number of new orders that can be given each turn?

 

You need to be able to tell your units to move to a place, to move to a unit, accompany a unit, attack a unit, guard a place, stand down, volley, charge etc.

 

What is fundamentally different between moving to a place and a unit? What's the point of accompanying a unit; does the unit automatically follow the unit selected? How would aggression mechanics work for the accompanying unit?

 

Why would you ever want a unit to stand down if combat occurs upon collision?

 

Troops on alert fire/strike at one target within range as determined by their priorities (these attacks also mean that moving into the range of archers is dangerous even if you don't attack them). Troops ordered to volley at an area hit anything that passes through that area in a given turn.

 

What would be the point of having archers with volley if you could just set them to be on alert status? Does volley have a longer range/do more damage?

 

Overall, this seems like a game completely out of scope for RS. To extend on the ideas,

  • Units have movement points, varying with their type (cav/light infantry lots, heavy knights few). Each unit has a regular max range that consumes movement points, but also a sprint type move that consumes more movement points, but increases their range for a turn. Movement points regen when a unit is standing still
  • Certain units could have ammo system, namely archers and mages. A special move would be volley (longer range, heavier damage) that consumes extra ammo
  • As you mentioned before, commands would be multiturn status effects to make them less OP in burst situations.
  • To simulate unit formations, melee units could have bonuses to defence while getting charged against when standing side by side, archer volleys could be stronger when standing close, etc.

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Q, why are you not a Jagex mod yet >_>

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Squab unleashes Megiddo! Completed all quests and hard diaries. 75+ Skiller. (At one point.) 2000+ total. 99 Magic.
[spoiler=The rest of my sig. You know you wanna see it.]

my difinition of noob is i dont like u, either u are better then me or u are worst them me

Buying spins make you a bad person...don't do it. It's like buying nukes for North Korea.

Well if it bothers you that the game is more fun now, then you can go cry in a corner. :shame:

your article was the equivalent of a circumcized porcupine

The only thing wrong with it is the lack of a percentage for when you need to stroke it.

 


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Poignant Purple to Lokie's Ravishing Red and Alg's Brilliant Blue.

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@Sinkhan:

No. But a limit on turn length could be a good idea, which effectively also limits the number of orders you can give.

A unit can move, so if you order a unit to move towards another unit, they will adjust their course based on the target units movements.

Yes, it automatically follows the unit selected and stays in the same relative position, so if you move one unit, the whole formation moves. The formation is commandable as a single troop.

Agression mechancics are unchanged if accompanying.

Standing down means only defending yourself (when collision occurs), not using up your one attack per turn. It's useful for a unit that would have a limited number of attacks (cannons, if you want to introduce those, and other siege equipment). It's also good for coordinating volleys, if you're facing regenerating troops.

A volley attacks an area (damages everything that moves through it that turn), the regular attacks attack a unit. Effectively that means you can do more damage in total, but you aren't sure you'll hit what you were aiming for (unless you can volley at a narrow pass or so).

 

I didn't want to make the number of action points different per troop, but the maximum movement range and the number of action points required per square movement is different per unit of course, depending on equipment weight/mount.

Ammo is an option, but army logistics are a whole other dimension that might not be a good idea to implement. Also seeing that the RS ammo slot holds 2.147b arrows.

Yes. I think commands would become special abilities, like Charge, which also has different effects between cavalry and archers - archers don't really charge, they skirmish or hustle. So you just get a choice of different special commands you can give a troop when selecting it.

I was thinking that the smallest unit should be much like the Mobilising Armies unit, a collection of soldiers, say 2x5 troops.

 

@Squab: Entry-level positions that deal purely with design and not with coding/modelling/community management basically don't exist. You need to do at least a couple of years work before they let you anywhere near design. The only way around that is starting your own indie studio, but then you'll still have to find a coder/modeller, so yeah.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Ammo is an option, but army logistics are a whole other dimension that might not be a good idea to implement. Also seeing that the RS ammo slot holds 2.147b arrows.

 

Well just because max stack is 2.147b doesn't mean you'll be necessarily equipping each of your archers with that many.

 

Archers in this design just seem tremendously strong since they should theoretically outrange everything and couldn't be approached without taking heavy losses. To prevent a cav rush you could just stick a line of halbs or FS in front.

 

Now if you introduce an imba scout unit...

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Of course archers are strong, that's not an unrealistic notion. Staying far from your enemy is usually preferable to close-quarters combat. I don't think that archers would be OP if appropriate balancing was done on the health/damage. Sure, you can protect archers against cavarly with your halberds, but that means you're getting a group of non-archers, standing by the archers, not actually fighting at all - your opponent would be free to slaughter all your other troops with heavy cavalry. If you keep a purely defensive archer + halberd formation, with the halberds on the outside, the halberds are also vulnerable to enemy archers, and they can be easily out-manoeuvred. Charging halberds on the flanks/rear will destroy them as they have no space to turn their weapons in face of the charge.

 

One further note: Troops will have to face in a certain direction, that is, n/s/e/w and diagonals, otherwise the 'damage boost if attacking flank/read' won't work. Turning on the spot should probably take a little bit of action power, so you can't move N one moment and then retreat at full speed.

 

74 divination.

 

Edit: 75 divination.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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If you keep a purely defensive archer + halberd formation, with the halberds on the outside, the halberds are also vulnerable to enemy archers, and they can be easily out-manoeuvred. Charging halberds on the flanks/rear will destroy them as they have no space to turn their weapons in face of the charge.

 

Advance halbs in a phalanx with archers in center

 

the halberds are also vulnerable to enemy archers,

 

Either have archers in the same front line with halbs and then manoeveur halbs in front of them when cav/FS approach or have reserve cav unit to rush archers if they get close (I assume cav will be at least somewhat tanky and can withstand a few archer hits).

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Right, well I think that kind of manoeuvring is complex enough :D.

(that is, if it requires that kind of effort to win with an archer/halberd phalanx, that's the kind of complexity you're looking for)

 

Edit: 77 divination.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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78 divination. 386k xp today.

 

Riddle:

Q: What is the difference between a dead bird?

[hide]A: One of its legs is the same length.[/hide]

 

i don't really mean it

 

;_;

So is that dog in your signature in fact extremely mad?

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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Riddle:

Q: What is the difference between a dead bird?

[hide]A: One of its legs is the same length.[/hide]

I always knew that one as:

Q: What is the difference between a duck?

[hide]A: One of its legs is both the same[/hide]

 

Both make no sense.

yqe0mrU.jpg

^^My blog of EoC PvM, lols and Therapy.^^

My livestream- Currently: Offline :(

Offical Harpy Therapist of the Mad

[hide=Lewtations]

Barrows drops: Dharok's helm x2, Guthan's helm, Ahrim's top, Hood and skirt, Torag's hammers, Karils skirt, Karil's top, Torag's helm, Verac's skirt, Verac's Flail, Dharok's Platebody.

Dag kings drops: Lost count! :wall:

4k+ Glacors, 7 Ragefires, 4 Steadfasts, 4 Glaivens, 400+ shards![/hide]

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So there is an English version! Good.

Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions

99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011)

99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012)

99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012)

99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013)

99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013)

Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring

Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace

30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted

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