Spaceman87
Posts : 195 Join date : 2014-05-31 Age : 36 Location : Ireland
| Subject: capturable towny keeps Fri Jun 19, 2015 6:53 am | |
| It would be awesome if one player could rule over a keep until reset, by capturing a 'De'Arnise Hold' style keep with a forecourt, npc townspeople, and a heavily npc guarded throne room. Whoever controlled the keep could enjoy it by sending (spawning) guards anywhere in the keep or forecourt and basically playing king. Idea would be that keep can only be captured once per reset, by perhaps defeating a 'mad king' and his royal guards. Players who defeat all the throne room guards while the keep is owned, could perhaps take some loot from the coffers and flee, before reinforcements arrive (guards respawn). This kind of keep, capturable only once per reset, would create a real frenzy at each reset | |
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Cory|01
Posts : 44 Join date : 2013-05-06
| Subject: Re: capturable towny keeps Fri Jun 19, 2015 11:44 am | |
| I like the idea; currently highv has been working on a new guild castle raid system, so just wait and see how that ends up. | |
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Highv Priest Admin
Posts : 642 Join date : 2012-09-13
| Subject: Re: capturable towny keeps Fri Jun 19, 2015 12:33 pm | |
| Yea it's a good idea. Out of laziness we could use the code from the guild raiding system to support it too. | |
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InjecterX
Posts : 120 Join date : 2012-09-25
| Subject: Re: capturable towny keeps Fri Jun 19, 2015 7:51 pm | |
| Guild raiding system sounds too much like DeX, this though sounds cool. +1 | |
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| Subject: Re: capturable towny keeps | |
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