IIRC you gave me a lot of shit for saying exactly the same thing. Something about a grind factor?Jackard wrote:why not just have Q make a difference and stone be the same as brick but look different
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Chakravanti
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Re: Siege weapons and stone walls
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Game Progression: Siege weapons, stone walls and epic sieges
Most likely you were referring to the current (ridiculous) walls that one man can tear through given enough determination. But we aren't talking about the current system here, are we?
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Chakravanti
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Re: Game Progression: Siege weapons, stone walls and epic sieges
Partially true. Seige engines were also mentioned in that same suggestion of mine and I mentioned buffing walls because of their absolute uselessness in the current system. Making QL count would actually put it a lot like this. Q90 walls would have 60DR making it a significant investment (and thus expenditure for leaving scents) of resources. Implemented by itself it would be something of a grind factor but alongside other sensible suggestions it would actually not make a difference in the grind factor one way or another.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Bigfish
- Posts: 170
- Joined: Fri Aug 21, 2009 6:46 pm
Re: Game Progression: Siege weapons, stone walls and epic sieges
This would be an improvement over the old system but i think it is more fun not to tear down a brickwall with a sword (which seems rather retard) but use a ram or catapult instead.Chakravanti wrote:Partially true. Seige engines were also mentioned in that same suggestion of mine and I mentioned buffing walls because of their absolute uselessness in the current system. Making QL count would actually put it a lot like this. Q90 walls would have 60DR making it a significant investment (and thus expenditure for leaving scents) of resources. Implemented by itself it would be something of a grind factor but alongside other sensible suggestions it would actually not make a difference in the grind factor one way or another.
How quality works: viewtopic.php?f=7&t=3057
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Estartu
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- Joined: Wed Sep 02, 2009 1:13 pm
Re: Game Progression: Siege weapons, stone walls and epic sieges
I dont like removing walls with a sword/axe either.Bigfish wrote:This would be an improvement over the old system but i think it is more fun not to tear down a brickwall with a sword (which seems rather retard) but use a ram or catapult instead.