aussy4321 Posted July 17, 2006 Share Posted July 17, 2006 Instead of making a whole new skill, why not make construction useful in combat? Here's how I see it: Instead of blindly rushing an enemy, players could bring forts to protect themselves (at some cost, of course). It would create a market for construction as well as add a new style of combat. Example: Level 1 - Clay Fort (3 Soft Clay) Resists 15 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -10 when inside the fort. Level 7 - Weak Wooden Fort (3 Planks). Resists 30 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -15 when inside the fort. Level 14 - Iron Fort (5 Iron Bars). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 21 - Weak Oak Fort (5 Oak Planks). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -20 from behind the fort. Level 28 - Strong Wooden Fort (10 Planks). Resists 95 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 35 - Strong Oak Fort (10 Oak Planks). Resists 120 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -75 slash, crush, and stab. Magic and ranged bonuses are -30 from behind the fort. Level 42 - Weak Teak Fort (15 Teak Planks). Resists 150 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -90 slash, crush, and stab. Magic and ranged bonuses are -35 from behind the fort. Level 49 - Steel Fort (15 Steel Bars). Resists 210 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 56 - Strong Teak Fort (20 Teak Planks). Resists 215 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -105 slash, crush, and stab. Magic and ranged bonuses are -40 from behind the fort. Level 63 - Weak Mahogany Fort (20 Mahogany Planks). Resists 250 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 70 - Mithril Fort (25 Mithril Bars). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -150 slash, crush, and stab. Magic and ranged bonuses are -55 from behind the fort. Level 77 - Strong Mahogany Fort (25 Mahogany Planks). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -135 slash, crush, and stab. Magic and ranged bonuses are -50 from behind the fort. Level 84 - Adamantite Fort (28 Addy Bars). Resists 420 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -175 slash, crush, and stab. Magic and ranged bonuses are -60 from behind the fort. Level 91- Rune Fort (28 Rune Bars) - Resists 600 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -200 slash, crush, and stab. Magic and ranged bonuses are -70 from behind the fort. 5 levels after you can make each fort, you have an option to add an opening to your fort. This reduces the penalties the fort gives to 1/2 of their original amount, but reduces the amount of damage it can withstand by 1/3. Forts can only be made by using benches and flatpacked. In battle, a spell can be used to unpack it made it usable. Another spell allows it to the flatpacked again for travel. Unfold Fort Spell - Level 40 Magic - Requires 10 cosmics - Unpacks flatpacked fort in 5 seconds. Cancelled if interrupted. 300 xp. Fold Fort Spell - Level 50 Magic - Requires 10 cosmics - Packs fort instantaneously. 350 xp. Speedy Unfold Fort Spell - Level 80 Magic - Requires 15 cosmics - Unpacks fort in 2 seconds. Cancelled if interrupted. 600 xp. NOTE: Forts are tradeable and only the owner of a fort may pack or unpack the fort. Also, due to Zamorak's love of gore, forts take double damage in the wildy. Also, any attack by an NPC or player directed at a fort will always hit and any person inside a fort cannot move until it is packed. If a person cannot use the spell, they must destroy the fort to exit it. If the forts are used anywhere in TzHaar, they will either burn or melt instantaneously, dealing massive damage to the player. BTW, mith bars give 30 con xp per one used, addy bars give 45 xp per one used, and rune bars give 75 xp per one used. What do you think? Mod Edit: I couldn't think of anything to say so I spammed ~Aussy Link to comment Share on other sites More sharing options...
Robert_Rdam Posted July 17, 2006 Share Posted July 17, 2006 i know, MIND CONTROL o_O, like controling stuff with your mind and when you are better lvls like charm options, or mind battles.. or Sidekicks, like as in a beginning you can summon a rat that helps you fight and a whenever your level raises, you can summon other monsters fire giants/dragons/hellhounds what do you all think? :P O:) Credits to Skully Sc for the signature. Link to comment Share on other sites More sharing options...
piman1053 Posted July 17, 2006 Share Posted July 17, 2006 A friend of mine told me that when rs was first out, there was a cleric skill. I would like to see that come back Link to comment Share on other sites More sharing options...
toast647 Posted July 17, 2006 Share Posted July 17, 2006 Ok well ive heard tons of people suggest summoning, but when your pking you could summon a monster to help u..i dont know thats a tough one to think about Come to #tip-it on Swift IRC, if you're cool Link to comment Share on other sites More sharing options...
Robert_Rdam Posted July 17, 2006 Share Posted July 17, 2006 well, that's true, but.. there could allways be some areas where you can't summon anything, but it's just an idea and i'd like a cat, who can really kill :twisted: Credits to Skully Sc for the signature. Link to comment Share on other sites More sharing options...
Sharane Posted July 17, 2006 Share Posted July 17, 2006 The fort idea doesn't sound too bad, but needs fixing and additions, such as: Tents: Breakable portable rooms which can contain a range (needs tinderbox to light), sleeping bag *dun dun dun* (restores 10 hits every "click"), first aid kit respawn (same as the castlewars version) and other things. Tents, their content and their durability depend on the construction level. Siege Weapons: Yup, the big tools gnomes and King Tyras use (i.e. You can say the dwarven multicannon is too). Like the cannon, they'll require assembly and ammunition as well as having: Strength levels for the type of battery, Ranged levels for the type of catapult/ballista/cannon. ~~~~~~~~~~~~~~~~~~~~~~~~ I could only come up with these fixes for now, but something like this NEEDS to have the wilderness expanded since siege warfare is too small for the current wilderness. :-k "300 programmers make their futile but glorious last stand against 1000000 angry players in The battle of Misthalin. They fight for honor, glory and new content sacrificing themselves so that their game may live on. This is Madness! This Is JAGEEEX!" Link to comment Share on other sites More sharing options...
Deathrune666 Posted July 17, 2006 Share Posted July 17, 2006 How about this for a skill class. Something along the lines like Ultima Online. A Bard. Like the other guy said about taming. you level your bard skill by playing music. the higher your lvl, the better the monsters you can tame. You can start out by taming dogs, and other low lvl monsters. (maybe bring out newer low lvl animals for the skill) then you can work your way up to high lvl monsters, like taming a dragon. BUT. I wouldnt really consider this a Combat Skill. Mostly a really cool skill. Lots of ppl always talked about horses and what not awhile back. Well these you can tame the low lvl animals to help you fight. But when u get to the higher lvl monsters, such as dragons, or hell hounds. They can be mountable. They wont really have much use for fighting (cause you would just get owned) so they could just be for walking around the map. 127 Combat73 Construction1913 Skill Total Link to comment Share on other sites More sharing options...
Lep Posted July 17, 2006 Share Posted July 17, 2006 If anyone played the game Dark Ages online, there is a skill system where you can learn skills that fit your type of class or whatever. I never really understood that game, and only played it for the free week...but... What if they added skill masters in certain towns, and you were awarded a type of possible skill attack to do. But you'd have to do a miniquest for the skillmaster, and the stronger the skill, the harder the miniquest. Link to comment Share on other sites More sharing options...
Deathrune666 Posted July 17, 2006 Share Posted July 17, 2006 its not like a bard thing would be completely new to the game.... they already have you being one in fremminik trails (gotta play music in the bar) could use the bard in that town to start out the quest. he could say something along the lines that he figured out a way with his bard skills to tame wild animals ;) 127 Combat73 Construction1913 Skill Total Link to comment Share on other sites More sharing options...
Robert_Rdam Posted July 17, 2006 Share Posted July 17, 2006 Instead of making a whole new skill, why not make construction useful in combat? Here's how I see it: Instead of blindly rushing an enemy, players could bring forts to protect themselves (at some cost, of course). It would create a market for construction as well as add a new style of combat. Example: Level 1 - Clay Fort (3 Soft Clay) Resists 15 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -10 when inside the fort. Level 7 - Weak Wooden Fort (3 Planks). Resists 30 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -15 when inside the fort. Level 14 - Iron Fort (5 Iron Bars). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 21 - Weak Oak Fort (5 Oak Planks). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -20 from behind the fort. Level 28 - Strong Wooden Fort (10 Planks). Resists 95 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 35 - Strong Oak Fort (10 Oak Planks). Resists 120 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -75 slash, crush, and stab. Magic and ranged bonuses are -30 from behind the fort. Level 42 - Weak Teak Fort (15 Teak Planks). Resists 150 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -90 slash, crush, and stab. Magic and ranged bonuses are -35 from behind the fort. Level 49 - Steel Fort (15 Steel Bars). Resists 210 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 56 - Strong Teak Fort (20 Teak Planks). Resists 215 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -105 slash, crush, and stab. Magic and ranged bonuses are -40 from behind the fort. Level 63 - Weak Mahogany Fort (20 Mahogany Planks). Resists 250 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 70 - Mithril Fort (25 Mithril Bars). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -150 slash, crush, and stab. Magic and ranged bonuses are -55 from behind the fort. Level 77 - Strong Mahogany Fort (25 Mahogany Planks). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -135 slash, crush, and stab. Magic and ranged bonuses are -50 from behind the fort. Level 84 - Adamantite Fort (28 Addy Bars). Resists 420 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -175 slash, crush, and stab. Magic and ranged bonuses are -60 from behind the fort. Level 91- Rune Fort (28 Rune Bars) - Resists 600 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -200 slash, crush, and stab. Magic and ranged bonuses are -70 from behind the fort. 5 levels after you can make each fort, you have an option to add an opening to your fort. This reduces the penalties the fort gives to 1/2 of their original amount, but reduces the amount of damage it can withstand by 1/3. Forts can only be made by using benches and flatpacked. In battle, a spell can be used to unpack it made it usable. Another spell allows it to the flatpacked again for travel. Unfold Fort Spell - Level 40 Magic - Requires 10 cosmics - Unpacks flatpacked fort in 5 seconds. Cancelled if interrupted. 300 xp. Fold Fort Spell - Level 50 Magic - Requires 10 cosmics - Packs fort instantaneously. 350 xp. Speedy Unfold Fort Spell - Level 80 Magic - Requires 15 cosmics - Unpacks fort in 2 seconds. Cancelled if interrupted. 600 xp. NOTE: Forts are tradeable and only the owner of a fort may pack or unpack the fort. Also, due to Zamorak's love of gore, forts take double damage in the wildy. Also, any attack by an NPC or player directed at a fort will always hit and any person inside a fort cannot move until it is packed. If a person cannot use the spell, they must destroy the fort to exit it. If the forts are used anywhere in TzHaar, they will either burn or melt instantaneously, dealing massive damage to the player. BTW, mith bars give 30 con xp per one used, addy bars give 45 xp per one used, and rune bars give 75 xp per one used. What do you think? this is a really good idea, I'm sure you thought of this for a long time. I can actually see this happen in Runescape. So yes, good idea =D> Credits to Skully Sc for the signature. Link to comment Share on other sites More sharing options...
captainpoet Posted July 17, 2006 Share Posted July 17, 2006 How about a juggling skill? That could be fun and it wouldn't give any combat type an advantage...since it wouldn't be combat based. I'd go into detail, but I'm pretty much retired from RS and too lazy to think past 93 juggling being like juggling drunken dwarves. Link to comment Share on other sites More sharing options...
troymantis Posted July 17, 2006 Share Posted July 17, 2006 how about transforming, its a bit like prayer, with points that drain time of being transformed in to say, a tiger or summing? completely random but hey, worth a though or flame :thumbsup: Link to comment Share on other sites More sharing options...
adon1 Posted July 17, 2006 Share Posted July 17, 2006 maybe two new skills :shock: :shock: :shock: you could have moral and something that lowers morale im gna go heckle zezima \ I support jerk173 going for 99fish and cook! Do you? Click here! Link to comment Share on other sites More sharing options...
Wilmot Posted July 17, 2006 Share Posted July 17, 2006 You could maybe do a combat skill based on martial arts and such. Has abilitys like invisibilty and backstab maybe but weak armour (or no armour). Heh that'd be pretty cool actually :) To train it...maybe somewhat like the mission system is anarchy online. You go to a master, they say "Go to ###### and obtain x/kill y/poison z/ect". You add a bunch of small dungons all over rs that are instanced, only you go in and only when you have a mission in that dungon. Now the dungons don't really have to be the same each time to keep things interesting, it'd be great if they were generated (or just a lot of them so as to be no difference). So maybe I catch a boat to some ninja master, he says "kill the hobgoblin warlord Irogg. He was last seen around taverly, perhaps he has a base around there" So you go to taverly, find your dungon, kill Irogg and run back to the martial arts master and get some martial arts xp. NOW here's the clever bit I was thinking. Lots of different masters, ninja masters, samuari masters, kung-fu masters, ect ect. Now when you take missions from one master, you get xp but you also get points to unlock secret arts that only that master can teach. So you take a load of "kill" tasks and after a while he will train you in improved backstab techniques or something like that. If you do a lot of "steal" tasks then perhaps the master will teach you invisibility after a while. So the idea is that the skill would need a lot of unlocking as well as getting enough xp. Sounds fun :) Link to comment Share on other sites More sharing options...
nick44 Posted July 17, 2006 Share Posted July 17, 2006 The only thing I can really think of is taming an animal and making it your pet. Yes, it's similar to summoning, but it's all I can think of right now. oh. random idea that won't ever happen. Healing skill. You'd have to train it as always, but you'd have to balance healing and attack stats. Either have strong attack stats, weak healing or the other way around, or something in the middle. This would create some people being healers healing the fighters I think he is a World of Warcraft player lol. Pet Taming= Major part of the Hunter Class, and Healing= Essential to Druids and Preists. But anyway, back on topic. I know it is not original, but I would still love to see dual-weilding installed into the game, however, this is how I would do it. ----------------- You make the dual weilding skill, and you level it similar to attack. Whatever damage is done to an enemy with a dual-weilded weapon, gives xp. Each time you level, you gain the ability to weild a stronger weapon, such as lvl 1 is the bronze dagger, 2 is the bronze axe and so on. Now of course, there are limitations. 2 Handed Weapons can of course not be dual weilded. Neither can bows, DRAGON WEAPONS AND ABBY WHIPS. You don't wanna see dual-weilded DDS, and see 4 straight specials with both of them, and getting 4 hit splashes on an opponent. Having the ability to dual weild Whips and Dragon would be too powerful. The max thing you can weild is Rune. There is also one more limitation to make it not so owerpowered. Your dual-weilding can only hit half of your normal max hit. For example, if you normal max hit with a Rune Schimmy is 30, then your schimmy you have equipped as a Dual-Weild weapon can only hit a max of 15. That is how I would love to see Dual-weilding installed into the game. Bad idea cause you say you can only hit half with each? so its pretty much 2x rune scimmys hitting 15 15 when you could have 1 rune scimmy hitting 30 and a shield to block. No one would use it. My idea is auras, anyone who ever played d2 would know what i mean. Kind've like prayers but with more affect. Like say the highest aura is lvl 75 requirement, when you put it on a weird/cool looking light goes under your feet and while you have it on it lowers the opponents defence by 1/4th the number he has, but it only lasts for a minute or two before it runs out, then you recharge it Link to comment Share on other sites More sharing options...
Kill_Thomas9 Posted July 17, 2006 Share Posted July 17, 2006 The only thing I can really think of is taming an animal and making it your pet. Yes, it's similar to summoning, but it's all I can think of right now. oh. random idea that won't ever happen. Healing skill. You'd have to train it as always, but you'd have to balance healing and attack stats. Either have strong attack stats, weak healing or the other way around, or something in the middle. This would create some people being healers healing the fighters I think he is a World of Warcraft player lol. Pet Taming= Major part of the Hunter Class, and Healing= Essential to Druids and Preists. But anyway, back on topic. I know it is not original, but I would still love to see dual-weilding installed into the game, however, this is how I would do it. ----------------- You make the dual weilding skill, and you level it similar to attack. Whatever damage is done to an enemy with a dual-weilded weapon, gives xp. Each time you level, you gain the ability to weild a stronger weapon, such as lvl 1 is the bronze dagger, 2 is the bronze axe and so on. Now of course, there are limitations. 2 Handed Weapons can of course not be dual weilded. Neither can bows, DRAGON WEAPONS AND ABBY WHIPS. You don't wanna see dual-weilded DDS, and see 4 straight specials with both of them, and getting 4 hit splashes on an opponent. Having the ability to dual weild Whips and Dragon would be too powerful. The max thing you can weild is Rune. There is also one more limitation to make it not so owerpowered. Your dual-weilding can only hit half of your normal max hit. For example, if you normal max hit with a Rune Schimmy is 30, then your schimmy you have equipped as a Dual-Weild weapon can only hit a max of 15. That is how I would love to see Dual-weilding installed into the game. Bad idea cause you say you can only hit half with each? so its pretty much 2x rune scimmys hitting 15 15 when you could have 1 rune scimmy hitting 30 and a shield to block. No one would use it. My idea is auras, anyone who ever played d2 would know what i mean. Kind've like prayers but with more affect. Like say the highest aura is lvl 75 requirement, when you put it on a weird/cool looking light goes under your feet and while you have it on it lowers the opponents defence by 1/4th the number he has, but it only lasts for a minute or two before it runs out, then you recharge it nonononono hes saying that the first weapon (normal weapon) would hit the 30, and your 2nd weapon (dual-weilding) would hit the 15. That means you would hit 45 damage. But imagine if you had a whip in one hand and a rune scimmy in the other! Ownage!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Instead of making a whole new skill, why not make construction useful in combat? Here's how I see it: Instead of blindly rushing an enemy, players could bring forts to protect themselves (at some cost, of course). It would create a market for construction as well as add a new style of combat. Example: Level 1 - Clay Fort (3 Soft Clay) Resists 15 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -10 when inside the fort. Level 7 - Weak Wooden Fort (3 Planks). Resists 30 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -15 when inside the fort. Level 14 - Iron Fort (5 Iron Bars). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 21 - Weak Oak Fort (5 Oak Planks). Resists 70 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -20 from behind the fort. Level 28 - Strong Wooden Fort (10 Planks). Resists 95 hp worth of damage until it collapses. Melee cannot be used from behind the fort. Magic and ranged bonuses are -25 from behind the fort. Level 35 - Strong Oak Fort (10 Oak Planks). Resists 120 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -75 slash, crush, and stab. Magic and ranged bonuses are -30 from behind the fort. Level 42 - Weak Teak Fort (15 Teak Planks). Resists 150 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -90 slash, crush, and stab. Magic and ranged bonuses are -35 from behind the fort. Level 49 - Steel Fort (15 Steel Bars). Resists 210 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 56 - Strong Teak Fort (20 Teak Planks). Resists 215 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -105 slash, crush, and stab. Magic and ranged bonuses are -40 from behind the fort. Level 63 - Weak Mahogany Fort (20 Mahogany Planks). Resists 250 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -120 slash, crush, and stab. Magic and ranged bonuses are -45 from behind the fort. Level 70 - Mithril Fort (25 Mithril Bars). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -150 slash, crush, and stab. Magic and ranged bonuses are -55 from behind the fort. Level 77 - Strong Mahogany Fort (25 Mahogany Planks). Resists 330 hp worth of damage before it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -135 slash, crush, and stab. Magic and ranged bonuses are -50 from behind the fort. Level 84 - Adamantite Fort (28 Addy Bars). Resists 420 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -175 slash, crush, and stab. Magic and ranged bonuses are -60 from behind the fort. Level 91- Rune Fort (28 Rune Bars) - Resists 600 hp worth of damage until it collapses. Halberds, spears, and 2h swords can be used, but with a penalty of -200 slash, crush, and stab. Magic and ranged bonuses are -70 from behind the fort. 5 levels after you can make each fort, you have an option to add an opening to your fort. This reduces the penalties the fort gives to 1/2 of their original amount, but reduces the amount of damage it can withstand by 1/3. Forts can only be made by using benches and flatpacked. In battle, a spell can be used to unpack it made it usable. Another spell allows it to the flatpacked again for travel. Unfold Fort Spell - Level 40 Magic - Requires 10 cosmics - Unpacks flatpacked fort in 5 seconds. Cancelled if interrupted. 300 xp. Fold Fort Spell - Level 50 Magic - Requires 10 cosmics - Packs fort instantaneously. 350 xp. Speedy Unfold Fort Spell - Level 80 Magic - Requires 15 cosmics - Unpacks fort in 2 seconds. Cancelled if interrupted. 600 xp. NOTE: Forts are tradeable and only the owner of a fort may pack or unpack the fort. Also, due to Zamorak's love of gore, forts take double damage in the wildy. Also, any attack by an NPC or player directed at a fort will always hit and any person inside a fort cannot move until it is packed. If a person cannot use the spell, they must destroy the fort to exit it. If the forts are used anywhere in TzHaar, they will either burn or melt instantaneously, dealing massive damage to the player. BTW, mith bars give 30 con xp per one used, addy bars give 45 xp per one used, and rune bars give 75 xp per one used. What do you think? awesome idea! I think that this (and the dual-weild thing) is the only realistic thing that i can actually see being put into the game. Only thing i dont like is the -bonuses you get inside. Maybe make it so when you are in the forts steel and above, make it so the enemy always hits over 40% (number could be changed by jagex if needed) of it's max damage, but the -bonuses are halfed (so -100 melee stats on rune and -35 ranged and magic on rune) just a thought :P Link to comment Share on other sites More sharing options...
darkside Posted July 17, 2006 Share Posted July 17, 2006 i would suggest new attacks. they are weaker than most but always hit. they atack mentaly not physically. telekenisis lift stuff up with ur mind. [wagon] ur level goes up u can lift different objects. Link to comment Share on other sites More sharing options...
kingbd Posted July 17, 2006 Share Posted July 17, 2006 i think a martial arts skill would be superb, increasing your power unarmed would be sweet and i would love to be a shaolin monk in rs(im a green belt in shaolin kung fu irl so yeah) oooooh, that explains the siggy, thanks lol, umm i dont know, yodelling anyone? :roll: Link to comment Share on other sites More sharing options...
Kiriyama Posted July 17, 2006 Share Posted July 17, 2006 A friend of mine told me that when rs was first out, there was a cleric skill. I would like to see that come back I THink that was the orginal name for prayer Denizen of Darkness| PSN= sworddude198 Link to comment Share on other sites More sharing options...
Ragen Posted July 17, 2006 Share Posted July 17, 2006 I think the only possible combat skill left would be hand-to-hand / unarmed. It wouldn't really add much to pvp but it would make the wildy more used I think. The max hit should be about 15 but it should hit very fast. I think for the defensive thing, most hits should miss but when they do hit it should hit hard. Maybe build up to something like 80% of hits will miss at level 99, 40% at 50 ect. Thanks Venomai for this super sig and Kwimbob for the awesome avatar! Link to comment Share on other sites More sharing options...
Freakyhair Posted July 17, 2006 Share Posted July 17, 2006 Hmm, well, perhaps agility could be incorporated into combat in a slight way? E.g. the higher you're agility either the quicker you attack or the more likely you are to 'dodge' attacks. This would neither affect combat or involve introducing a new skill that will never be used.. Just an idea ;) Link to comment Share on other sites More sharing options...
supa_newb Posted July 17, 2006 Share Posted July 17, 2006 nut-kicking or seriously: some kind of speed skill where you can increase how fast you hit or something 100% noob since 2001 Link to comment Share on other sites More sharing options...
Ts_Stormrage Posted July 17, 2006 Share Posted July 17, 2006 I suggested a new and very doable combat skill... It is much like Magic... multi purpose (combat and non combat) Feel free to have a look here: http://forum.tip.it/viewtopic.php?t=450486 Former Leader of The Tal Shiar Alliance - An Original Tip.it ClanMember of the Wilderness Guardians and Founder of the Silent GuardiansFounder of The Conclave - A Tip.it Clan institutionTip.it Times author (click for all my articles) - When I use the wrong reasons to make the right statement, argue the reason, not the statement.MSSW4 General - Did we kick your ass too?Check us out!==> No seriously, if you like FREE GP, XP and Dung tokens, as well as Community, Opportunity and above all FUN... <==CLICK IT! Link to comment Share on other sites More sharing options...
Sword-Of-Roland Posted July 17, 2006 Share Posted July 17, 2006 Hand to hand combat. Have it be so that when you unequip a weapon, you can choose to open menu in your combat window that has a list of unarmed combat moves. Higher and more powerfull ones as you level. The new skill will compensate for the fact the user cant have any shield on when using it. They could also have a unarmed combat mini game for the skill and maybe add some new specail moves for when fighting with a weapon. Like a quick punch or a kick(seperate from the weapon specail). All that I can think of.. Link to comment Share on other sites More sharing options...
FuBai Posted July 17, 2006 Share Posted July 17, 2006 speed. Lower levels could not hit very fast (much slower than it is now), then the hiest lvls could hit slightly faster than they do now. Link to comment Share on other sites More sharing options...
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