painhertz wrote:Unless I misunderstood loftar, the next major update (World 6 probably) is going to be an entirely new siege system with catapults and ballista and all kinds of love like that.
When... in a year from now?
painhertz wrote:Unless I misunderstood loftar, the next major update (World 6 probably) is going to be an entirely new siege system with catapults and ballista and all kinds of love like that.
warpigs wrote:painhertz wrote:Unless I misunderstood loftar, the next major update (World 6 probably) is going to be an entirely new siege system with catapults and ballista and all kinds of love like that.
When... in a year from now?
MagicManICT wrote:For great siege ideas, see this game:
http://www.fireflyworlds.com/index.php? ... Itemid=294
AnnaC wrote:I agree with TechXKnight's post for the most part, as with a real-time persistant gameworld, defense has to have some sort of automation to it. The only issue is that NPCs have no precedent in H&H, and from my understanding the concept of having NPCs is not really an option in the game's design.
However, there is already the concept of having automated structures, and structures with their own radius of effect. So why not have defensive structures like Watchtowers instead of NPC guards?
About training them, why not have it so hearthlings must man these towers; only when a hearthling is in them, they are in offline mode, like sleeping in a bed? The watchtower being manned has performance bonuses according to the hearthling manning it; this would have advancement in performance through the advancement of the hearthling used as the sentry. Since the game already has many aspects based around alternate hearthlings for specific tasks, this also has plenty of precedence.
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