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PvP Forts and towers! Rangers, Mages, and Skillers, rejoice!


Slayer_Jesse

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Original post made in RSOF: Quick find code: 81-82-543-58410557 please support it there!

 

 

 

2/19/09, added damage bonuses for magic towers.

 

 

 

Warning, this is a long, well thought out and ballanced suggestion. low tolerance for reading should turn away now.

 

 

 

Hello there, my idea is to add forts and towers to the construction skill. so why is this in pvp? im glad you asked! forts and towers (FaT) can only be used in pvp worlds! (with one small exception, they can be set up in non pvp but wont work. they look nice tho!)

 

 

 

 

 

Allright, let me get right down to it. what FaT'* are is small, portable buildings that give you an advantage in pvp.

 

 

 

Forts- [hide=]These are 3x3 square walls that prevent anyone outside from being attacked by people on the outside. However, inside the fort is teleblocked, to prevent it from being too easy. The fort has a door at each cardinal direction, to prevent trapping. It needs a level peice of ground to be set up, with nothing in the way of the walls.(they would go on the edge of map tiles.) The fort comes in a flatpack that you make at the workbench in your house. you deploy it by clicking on the flatpack, and the fort will deploy around you.

 

 

 

you cant set up a fort with monsters inside, HOWEVER!!! you CAN put it up around a resource such as coal or a yew tree. The fort is meant to allow skillers a chance to skill with *some* saftey in pvp. currently, skillers won't go on pvp worlds, despite the lessened crowds. this could help encourage them to come to pvp.

 

 

 

By default, only you and your friends are allowed in. you can change this to include or exclude your clan mates, freinds, or people wearing the same teamcape. you can alos right click a door and click on "LOCK" to let only you in and out.

 

 

 

when a fort is destroyed, it reverts to a flat pack that you can pick up. you cant set any fort up again for 5 minutes. if you leave a fort or tower alone for too long, it will collapse and be returned to the bank.[/hide]

 

 

 

Towers-

 

[hide=]Towers are fighting platforms for mages and rangers, and there is a type for each. Towers give you an attack range boost, as well as an accuracy boost.

 

Towers are about 10 feet high, and 1 square wide. they do not block movement, and you can still attack anyone on the same square as you. The tower, like the cannon, has 4 parts- base, main tower, platform, and stairs. After you have assembled it, you can climb up it to recive the stated bonus.

 

 

 

While on a tower, Melee Attacks CANNOT reach you, other than the Halberd. likewise, you cant attack with melee on the tower. towers can be attacked sepratley from yourself. if a tower is destroyed, it will crumble and be returned to your bank. when this happens, it will be damaged and need repairs.

 

 

 

note however, that if you die within 5 minutes of your tower being destroyed, you will lose it PERMANATLEY!

 

 

 

How do you build a tower? You will need some scaffolding in your house (new room, working name.) Just click build tower on your scaffolding. you can also repair a broken tower by using it on the scaffolding. this requires some money, cost goes down with higher construction.

 

 

 

There are 2 ways to get off a tower, climb down and leap off. climbing down is safe, but it will cost you 2-3 seconds, wich may allow your target to escape.

 

Leaping off is instantainous, but you can hurt yourself while attempting to....

 

 

 

Sprained ankle, lose all run energy.

 

Break Leg, Does up to 40 dmg.

 

Slip and hit head, Stunned for 5 secs.

 

 

 

or you could get a running start, x1.5 speed for 10 seconds...

 

 

 

Below are the 2 types of tower:

 

 

 

Mage's Tower- they have medium-high hp, and are resistant to melee attacks. the openess of the platform that the mage stands on means that he will take more damage from a ranged attack.

 

 

 

Ranger's Tower- Has medium low hp, and are very weak to melee attacks,( x1.5 dmg, x2 dmg for crush style ) but immune to magic attacks. while on the tower, you are nearly immune to magic attacks.[/hide]

 

 

 

 

 

Fortress Types-

 

 

 

[hide=]Wood*, Level 15, 12 planks, 25 nails, 40 hp

 

 

 

Oak*, Level 30, 12 planks (oak), 60 hp

 

 

 

Limestone, Level 40, 8 blocks, 80 hp. much better defence than oak.

 

 

 

Mithril^, Level 60, 8 bars, 4 teak plank, 4 emeralds, 120 hp. The corners of this fort are braced with the teak, and ach side has an emerald on the door or just above it.

 

 

 

Special ability: Can poison attackers on recoil.

 

 

 

Rune^, Level 80, 8 bars, 4 Mahogany planks, 160hp.

 

The corners of this fort are braced with the Mahogany.

 

 

 

Gilded Rune^, Level 95, 8 bars of rune, 4 marble blocks, 8 dragonstones, 4 rune crossbows, 220 hp.

 

 

 

This is truly a Magnificent fort! The corners of this fort are braced with the Marble, there's gold trim all around, There are 2 dragonstones per side, and on top of each marble pillar is a rune crossbow.

 

 

 

This fort has 2 special abilities:

 

 

 

You can load the crossbows with bolts up to regular mithril, and they will shoot at attackers, albeit a bit slower than you could.

 

 

 

The dragon stones have a small chance to launch a dragonfire attack at an opponent on recoil. they also help give the fort magic resistance.

 

 

 

* These forts can be burned to the ground, destroying them, if you have a high enough firemaking level. fire magic also has a chance of making this happen, the higher level spell, the better.

 

 

 

^ these forts also require the same smithing level to make them.[/hide]

 

 

 

Tower List-

 

 

 

[hide=]Wooden Outpost*, Level 20, 8 planks, 15 nails. +1 range and accuracy. Can be used by either style.

 

 

 

Ranger tower, Level 45, 6 limestone blocks, +1 range, +3 accuracy. Comes in Magic flavor too.

 

 

 

Tracker- (need better name) Level 65, 6 5Kg Blocks of Granite, 1 gold leaf, +2 range, +5 accuracy. Magic version called Mage, +2 magic max hit.

 

 

 

Marble, Level 80, 4 blocks, +3 range, +6 accuracy. comes in ranger and mage flavors. +3 magic max hit.

 

 

 

Elven, Level 95, 4 Marble blocks, 1 Magic building stone, 4 tiny elf crystals. +4 range, +7 accuracy. Has a crystalyne appearance, with marble. Crystal bow does more damage and degrades slower in this tower.

 

 

 

Warlock, Level 95, 4 Marble blocks, 1 Magic building stone, Charged elemental orb of each type. the magic stone is featured on top of this tower. This tower may cause entangle when you sucessfuly teleblock a target.+5 magic max hit.... but if you cast all of the enchant spells on the magic crystal (both gem and orb) the max hit buff goes up to +7 for a short time.[/hide]

 

 

 

Restrictions:

 

 

 

IMPORTANT NOTE ABOUT TOWERS: While in a tower, your attacks of the oppisite style are SEVERLY impeded. it is reccomended that you stick to the style of the tower your in!

 

 

 

IMPORTANT NOTE! Towers cannot be used to fight npc's! (except for summons.)

 

 

 

You can only have 1 Fort or Tower up at a time.

 

 

 

You can not use a fort to block off any acess points, or vital areas.

 

 

 

You cant set up a fort in combat, but you can set up a tower.

 

 

 

Bit of clarification, if a wooden structure is burned, its gone for good.

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I really like this idea, but I have some suggestions.

 

first off, you shouldn't be able to set up a fort/tower within 4 spaces where there already is one.

 

secondly, I think teams of people should be able to construct larger forts, maybe with 1, 2 or 3 floors, and a 6x6 base, these forts could be destroyed or broken into, to get at the people inside. if you are in a large fort and it is destroyed, you will have no energy and be stunned for 10 seconds(aka, large chance of death) mages and rangers can attack from the second and third floors.

 

also, to stop people blocking access to things like banks, you are not allowed to set it up within 4 spaces of a game structure.

 

I think this idea would be a great implementation, and add a great map tactical element to pvp.

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I really like this idea, but I have some suggestions.

 

first off, you shouldn't be able to set up a fort/tower within 4 spaces where there already is one.

 

secondly, I think teams of people should be able to construct larger forts, maybe with 1, 2 or 3 floors, and a 6x6 base, these forts could be destroyed or broken into, to get at the people inside. if you are in a large fort and it is destroyed, you will have no energy and be stunned for 10 seconds(aka, large chance of death) mages and rangers can attack from the second and third floors.

 

also, to stop people blocking access to things like banks, you are not allowed to set it up within 4 spaces of a game structure.

 

I think this idea would be a great implementation, and add a great map tactical element to pvp.

 

 

 

i quite like your ideas. i did intend for ALL forts to be breakable. if its ok with you, id like to quote your post onto rsof.

 

 

 

oh, and you can only have 1 fort or tower out at a time. its defence or offence ;)

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Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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aye, that would be very cool... alhough it might be hard to find enough open land.

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Pat_61 did the B-2 sig and the raptor sig.[/hide]

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Apart from the obvious question of "should this be acceptable" I like this idea very much.

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Apart from the obvious question of "should this be acceptable" I like this idea very much.

 

 

 

why would it not be acceptable? and if you like the idea, please bump the rsof version.. its being drowned out by idiots ranting about old wildy.

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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Apart from the obvious question of "should this be acceptable" I like this idea very much.

 

 

 

why would it not be acceptable? and if you like the idea, please bump the rsof version.. its being drowned out by idiots ranting about old wildy.

 

 

 

Well fact honestly enough I think that combat is balanced enough already, so this would give melee a disadvantage. You may disagree but that's what I think. Now if there was an option to "climb over" a fort/wall with a rope (like in Castle Wars), that would make it a lot better, and more realistic too.

 

 

 

I mean come on. If you're walking home from school/work and suddenly your neighbor built a wall blocking your street I bet the first thing you'll think about wouldn't be to knock it down with a sledgehammer. You'd probably climb over it first, right?

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Apart from the obvious question of "should this be acceptable" I like this idea very much.

 

 

 

why would it not be acceptable? and if you like the idea, please bump the rsof version.. its being drowned out by idiots ranting about old wildy.

 

 

 

Well fact honestly enough I think that combat is balanced enough already, so this would give melee a disadvantage. You may disagree but that's what I think. Now if there was an option to "climb over" a fort/wall with a rope (like in Castle Wars), that would make it a lot better, and more realistic too.

 

 

 

I mean come on. If you're walking home from school/work and suddenly your neighbor built a wall blocking your street I bet the first thing you'll think about wouldn't be to knock it down with a sledgehammer. You'd probably climb over it first, right?

 

 

 

you have a point, but if you could climb over forts, it would negate the whole idea. also, if this got implemented, we dont know how high they would make the walls...

 

 

 

as for combat balance, i think this helps. as far as pure combat triangle goes, it's sorley lacking. this gives people incentive to stay within their class, especaly mages. it also gives modern magic more of a use with the warlock tower.

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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Apart from the obvious question of "should this be acceptable" I like this idea very much.

 

 

 

why would it not be acceptable? and if you like the idea, please bump the rsof version.. its being drowned out by idiots ranting about old wildy.

 

 

 

Well fact honestly enough I think that combat is balanced enough already, so this would give melee a disadvantage. You may disagree but that's what I think. Now if there was an option to "climb over" a fort/wall with a rope (like in Castle Wars), that would make it a lot better, and more realistic too.

 

 

 

I mean come on. If you're walking home from school/work and suddenly your neighbor built a wall blocking your street I bet the first thing you'll think about wouldn't be to knock it down with a sledgehammer. You'd probably climb over it first, right?

 

 

 

you have a point, but if you could climb over forts, it would negate the whole idea. also, if this got implemented, we dont know how high they would make the walls...

 

 

 

as for combat balance, i think this helps. as far as pure combat triangle goes, it's sorley lacking. this gives people incentive to stay within their class, especaly mages. it also gives modern magic more of a use with the warlock tower.

 

 

 

Well certainly don't just make it a click rope -> wall and succeed thing. You would add obstacles to it and time restrains.

 

 

 

Ex:

 

 

 

When the rope is up, anyone on the other side of the wall/top of the fort and detach it.

 

 

 

When the rope is up, people will need time to climb it.

 

 

 

And perhaps have the speed of this based on skills, such as construction?

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

 

 

 

Perhaps. You can't fire an arrow or spell or anything over a wall right? So therefore a mage or ranger couldn't attack you. And since you got a wall there, any meleer coming at you would be too slow, and you could easily log out in that time. So for skillers, I'd say it's more than enough.

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

 

 

 

Perhaps. You can't fire an arrow or spell or anything over a wall right? So therefore a mage or ranger couldn't attack you. And since you got a wall there, any meleer coming at you would be too slow, and you could easily log out in that time. So for skillers, I'd say it's more than enough.

 

 

 

...... #-o i forgot about logging out! duh! how could i be so stupid? maby you cant log out in the fort?

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

 

 

 

Perhaps. You can't fire an arrow or spell or anything over a wall right? So therefore a mage or ranger couldn't attack you. And since you got a wall there, any meleer coming at you would be too slow, and you could easily log out in that time. So for skillers, I'd say it's more than enough.

 

 

 

...... #-o i forgot about logging out! duh! how could i be so stupid? maby you cant log out in the fort?

 

 

 

Or like hunter, when you log out the thing automatically collapses? Or perhaps that would allow too much room for abuse?

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

 

 

 

Perhaps. You can't fire an arrow or spell or anything over a wall right? So therefore a mage or ranger couldn't attack you. And since you got a wall there, any meleer coming at you would be too slow, and you could easily log out in that time. So for skillers, I'd say it's more than enough.

 

 

 

...... #-o i forgot about logging out! duh! how could i be so stupid? maby you cant log out in the fort?

 

 

 

Or like hunter, when you log out the thing automatically collapses? Or perhaps that would allow too much room for abuse?

 

 

 

im not sure how that could be abused... but if you log out with a fort set up, maby you should lose it? or should it go back to bank?

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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this isnt a bump, its...um... testing if i can still post? :mrgreen:

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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yes, it could work, but i think it would make it too easy. but that's just me. :? :uhh:

 

 

 

Perhaps. You can't fire an arrow or spell or anything over a wall right? So therefore a mage or ranger couldn't attack you. And since you got a wall there, any meleer coming at you would be too slow, and you could easily log out in that time. So for skillers, I'd say it's more than enough.

 

 

 

...... #-o i forgot about logging out! duh! how could i be so stupid? maby you cant log out in the fort?

 

 

 

Or like hunter, when you log out the thing automatically collapses? Or perhaps that would allow too much room for abuse?

 

 

 

im not sure how that could be abused... but if you log out with a fort set up, maby you should lose it? or should it go back to bank?

 

 

 

I still think it should collapse. This way you can't abuse it by purposely logging out when danger comes and still keep it, but if you lag out or something you have a chance to retrieve it.

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I think this is a quite good idea that will balance out the unfairness of mage and range in pvp.

 

However, for the towers, adding your RANGED damage and accuracy whereas only adding your mage max hit is seriously unfair. Or maybe i misinterpreted you, maybe what you meant for "range" is how far you can hit and accuracy is for both "classes"? max hit is not damage, its how high your damage can hit, but not the damage directly.

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That would be awesome.

 

 

 

And I'd go into PvP and hide in high-end Wilderness and giggle as people grumble while attempting to kill me. And I'd do my typical '(witty )one-liner' as I escaped :lol: .

Balance may be power, but chaos is still pretty damn fun.

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I think this is a quite good idea that will balance out the unfairness of mage and range in pvp.

 

However, for the towers, adding your RANGED damage and accuracy whereas only adding your mage max hit is seriously unfair. Or maybe i misinterpreted you, maybe what you meant for "range" is how far you can hit and accuracy is for both "classes"? max hit is not damage, its how high your damage can hit, but not the damage directly.

 

 

 

Both classes get a range- or distance- boost. both classes get an accuracy boost, but only magic towers will boost the max hit of spells, seeing how underpowered they are.

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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I love it, I surport!

 

 

 

I don't know how Mobilising Armies is going to work so it might work with it, but what if you could have multiple people doing different jobs throughout. So for example you could have people attacking and defending, people building up obstacles and ditches, then people fecthing water to fill the ditches - ditches could work with agility skill.

 

 

 

Also I came up with another type of stronghold (I hope you like it ::' ):

 

You can also have base's aswell as tower/fortresses/ect. that work as a HQ for all of your Clan (can't change to only friends, ect.), and it stays permenent, but you have to fix up the base every 24 hours, which takes 60 minutes for 1 person for the largest base (30 for 2 people, 20 for 3, ect.) or the base will colapse. This could allow for long turm affects, such as farmers planting and growing strange trees to camoflarge the base, or miners building up piles of rubble for protection. This would be a real fun feature for clans, because if it's destroyed it's destroyed, but if a clan raids it (via raid option [need at least 10 clan members willing]) instead of being destroyed it becomes the attacking clan's property (the base will be wrecked however due to fight).

 

 

 

Tvivia:

 

Bases can only be set up if you're in a clan, and only 100 bases are alowed per world, meaning if there's already 100, it's raiding time!

 

 

 

If you own a base/base's you can't have a tower/fortresses/ect.

 

 

 

You can destroy a base (takes 10-30 minutes), or disown it (instant), however the clan leader and one other must agree (if you are the clan owner 2 members must agree).

 

 

 

Base's can only be set up in non-urban areas (however they can be around urban areas).

 

 

 

Bases will have a skull and crossbone flag form it if it's not yours, but the clan chat icon flag if it is yours, and a white flag if it's become unowned.

 

 

 

Bases have to be within 100 squares of guilds/banks/shops/ect. in non-urban areas.

 

 

 

Multiple aggresive monsters can attack bases, even in single combat areas (however only 1 monster can attack 1 person at one time), and even when no-one is in the base/logged out.

 

Bases can be a maximume of 50x50 squares.

 

 

 

The bigger a base the longer it takes to fix it up.

 

 

 

If a base is not visited by a member of your clan within 23 hours it becomes unowned.

 

 

 

You cannot log out while inside a base.

Guardianb :) y2 - Knower of All

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i quite like that idea, however, with the size of the properties your talking about, it would probably have to be done with construction hotspots in the world, or have its own sespefic worlds for it. clan pvp worlds anyone?

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[hide=Siggy credits]The Awesome, Epic, Amazing, S3xah A-10 Sig By Unolexi! I wub u Uno!

InsanityV2 Did the Franz Ferdinand Sig.

Killerwatt is responsible for the Arctic Monkeys sig.

Pat_61 did the B-2 sig and the raptor sig.[/hide]

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No but that's precisely the point! If base'es aren't in construction hotspots then members of the clan have to use there time and skills to get the tools and suplies needed.

 

 

 

I see what you mean though, so how about this. In PvP worlds ONLY there are rock piles that appear randomly, with planks and ect. visable inside them. Once you mine the pile, it disappears and the miner will recieve random supplies, with the word PvP at the beggining (e.g. PvP Oak Plank), so the Player can only use them for PvP uses, not for houses ect. However normal surplies (e.g. Oak Plank) can be used for PvP uses.

 

 

 

 

 

Here are some other changes I made to help make Bases your forth stronghold:

 

 

 

There can only be 30 Bases per world, if you think about the amount of land it's more reasonable.

 

 

 

Bases will have themed random events made only for them, like Termites or Protestors (which protest about a random thing, knocking down your obsticles ect.)

 

 

 

There will be an option to disown Bases on your own, incase you want a fortress or something, but the clan leader and 1 other member dosen't agree.

 

 

 

I didn't mention this but you can only build 1 Base, but you can get more Bases by raiding.

 

 

 

If you defeat a clan's base via raiding, you don't have to make the base yours. You might think the base it in a terrible area or is to wrecked to be bother with. So you can leave it unowned (instant), or destroy it completely (takes 10-30 minutes).

Guardianb :) y2 - Knower of All

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