Stealthers roles & things to do...

Phantomby

Loyal Freddie
Joined
May 8, 2004
Messages
243
Ok im not one for making threads or whinging in game but i do have ideas and thought i may share one with you. (so bare with me please).

My initial thought was not about stealthers but about repairing (will come to stealthers soon). The problem with repairing doors or keep walls is that there is no reward for spending time doing the task. So i thought, why not add some form of rp reward for repairing. Say 30 rp's per 10% repaired. At least this way there is a small insentive to actually help the realm close its holes.
Perhaps add the ability to have upto 4 people working on one breach at once (with rp's being shared between the number of workers and provide an increase in repair speed in line with the number repairing).

So having through, this aint too bad an idea, (hey its gotta be better than a slap in the face) i thought about what slytale had posted about stealthers and their lack of role in RVR (other than to annoy FG fights).

The basic premise of the mechanic is to award small amounts of rp for spotting people in RVR.

There should be a change to the realm map so that groups and armies only appear while in visual range of a friendly unit, if not they disappear from the map. This will increase the need for accurate information on where groups are roaming where they are headed etc (and not just shouts in /as).

Award say 5 rp's for a solo, 10 for a duo/trio and 20-30 for a group upto say 200 for a fully fledged zerg.

Now once a group or person has been spotted (placed on the map and rp's awarded) they cannot be spotted by another person until they have disappeared from the map, left visual range etc to stop multiple people just raking in loads of rp's from abusing the system. However it would hopefully provide stealthers with a true role in rvr to scout near keeps and towers and be able to report numbers and gain rp's while not needing to ever destealth.

I would make the /map window scalable so that it can be enlarged to almost full screen so it can accomodate the various needed icons for solo to zerg enemy placement.

I feel this minor addition to how things are working may increase stealthers usefulness in rvr for any co-ordinated attacks or simply give them something to do that doesnt involve adding on visible fights.

sensible thoughts comments and critisisms welcome.
Phantomby
Blinx
Farms
Gromitt
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
there are personal missions for scouting afaik

if you want to implement the rps for seeing people, it should be you have to unstealth for 30 seconds to get the reward otherwise u can just sit stealthed at clip range near a dock, afk, and let the rps come in as you "see" the endless stream of people heading to the docks
 

Kagato

Fledgling Freddie
Joined
Dec 22, 2003
Messages
3,777
The problem with any mechanic like this is that you always have to consider how it can be abused or exploited, which it will.

Regarding rps for repairing, the thing you have to keep in mind is, 1 person can easily repair a keep door, its often quicker to pile all wood on 1 person, but it takes dozens of convokers to summon that wood or a full group to go fetch, buy and return with wood to repair it, which is often just as much work, even if it does not require the initial crafting investment.
 

Phantomby

Loyal Freddie
Joined
May 8, 2004
Messages
243
ah i forgot to mention that the act of spotting somone would be an active role not simply seeing them.

I thought about a merchant that sold (for 5silver) a scrying glass or some similar devise that could be equipped in any hand. The player would need to click on a person and then press /use to inform the realm of an enemies position. or simply make a macro command to perform the same job.

Edit: I wouldnt make the stealther uncloak, or would make them uncloak and be able to immediately stealth again, so they can camp an area and remain largly undetected but reporting enemy positions.

yeah there are scouting missions but afaik they are simply running through an area to be awarded some rp's. This mechanic i detail is more an active role for stealthers to take to further interplay between stealth and visibles across the realm.
 

liloe

It's my birthday today!
Joined
Jan 25, 2004
Messages
4,166
nice ideas imho, but Kagato has a good point. Crafting is a group activity for all those summoners. I tried that once and it was utter boring, not even for 30 RP's every 10% would I do that again =))

If you could report people via spyglasses ppl would just look for a tower under attack, go clipping range, report, leave clip, go again, report again, rinse and repeat =)) I don't want to imagine the coding to prevent this happening =)

In my opinion the towers near the water should be put inside the water and the ones near cliffs directly on the cliff. Then give archers a climb ability ( NOT climb walls ) and give these towers a much less guarded back-entrance where you have to climb up some rock from either deep in water or from surface to the cliffs. The backdoor has less hp and can be meleed down. Behind it is a lever to "weaken the front door". Something like that =)
 

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