Siege Towers

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Siege Towers

Postby Heffernan » Mon Sep 25, 2017 11:21 pm

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i know this is Hafen, but what about some EXPENSIVE Siege Towers for Defending AND Attacking parties, they could provide different bonuses (JUST EXAMPLES!!!)

- bile regeneration
- faster crime go off
- place mortars on it for more range
- have them enterable on multiple floors like the windmill to place storage in it for loot
- have a greater sight range to watch over the area
- name the Tower and linked to a town give alert when player appears at said town
(should give NO combat advantage just siege ones)
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Re: Siege Towers

Postby Goodman12 » Mon Sep 25, 2017 11:33 pm

Good idea but bad timing
Before something like this can get implemented the raiding system needs to be in a more balanced position
give alert when player appears at said town

nope
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The rest are just vets pk'ing newbs
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Re: Siege Towers

Postby Judaism » Mon Sep 25, 2017 11:59 pm

These were similar things JC looked into two years ago, burst sacrifices, siege assets (at a very high cost) and such. Its part of the balancing in its entirety, if they eventually will push this direction it needs a lot of tweaking and not be a set thing like all the other ''perfect'' mechanics without room for feedback or adapting.
JohnCarver wrote:Mortal Moments Inc. is not here to cannibalize the community or piece out the code. We are not here because we wish to institute pay to win models or PvE servers. Quite the contrary.
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Re: Siege Towers

Postby gorniksam » Tue Sep 26, 2017 12:28 am

Heffernan wrote:- bile regeneration
- faster crime go off
- place mortars on it for more range
- have them enterable on multiple floors like the windmill to place storage in it for loot
- have a greater sight range to watch over the area
- name the Tower and linked to a town give alert when player appears at said town
(should give NO combat advantage just siege ones)

Lol, most of it is what a carebears needs, so nope -1
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Re: Siege Towers

Postby Dallane » Tue Sep 26, 2017 4:46 am

Sounds like ****.
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Re: Siege Towers

Postby Darwoth » Tue Sep 26, 2017 5:02 am

there needs to be a functional system in place by fixing the **** that has been broken since before and then made worse by the jinglebombs patch before an entirely new variable/mechanic is added. the reason the game is jacked up atm is because the existing **** was never fixed or polished before a bunch of new 30% - 60% done new **** got added instead.
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Re: Siege Towers

Postby Heffernan » Tue Sep 26, 2017 2:10 pm

Darwoth wrote:there needs to be a functional system in place by fixing the **** that has been broken since before and then made worse by the jinglebombs patch before an entirely new variable/mechanic is added. the reason the game is jacked up atm is because the existing **** was never fixed or polished before a bunch of new 30% - 60% done new **** got added instead.


true, first combat needs to be fixed.

i remember last dock club weeks ago Marp cried after someone started a 1vs1 and used wing-a-rang thrust thrust wing thrust thrust wing thrust thrust wing and the other party couldnt escape and was stuck forever so he said atleast this will be totally nerfed.
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Re: Siege Towers

Postby gorniksam » Tue Sep 26, 2017 4:15 pm

Heffernan wrote:
Darwoth wrote:there needs to be a functional system in place by fixing the **** that has been broken since before and then made worse by the jinglebombs patch before an entirely new variable/mechanic is added. the reason the game is jacked up atm is because the existing **** was never fixed or polished before a bunch of new 30% - 60% done new **** got added instead.


true, first combat needs to be fixed.

i remember last dock club weeks ago Marp cried after someone started a 1vs1 and used wing-a-rang thrust thrust wing thrust thrust wing thrust thrust wing and the other party couldnt escape and was stuck forever so he said atleast this will be totally nerfed.

just because morons cant fight against it, its not so easy to use those wings and **** at all lol, you are a perfect example when tryed to wing my **** alt (which was walking, not even run) for like a 3298749283748237429384 failed shots some time ago
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Re: Siege Towers

Postby ZoddAlmighty » Tue Sep 26, 2017 4:30 pm

gorniksam wrote: its not so easy to use those wings and **** at all lol

Wings and any other projectile in salem is so easy to use its that its borderline retarded.
What is hard on other hand is predicting the enemy movements.
You should not equate someones skill in dodging and predicting enemies shots with how hard is to point and shoot.
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Re: Siege Towers

Postby Darwoth » Tue Sep 26, 2017 5:40 pm

gorniksam wrote:just because morons cant fight against it, its not so easy to use those wings and **** at all lol, you are a perfect example when tryed to wing my **** alt (which was walking, not even run) for like a 3298749283748237429384 failed shots some time ago



:lol: :lol: :lol: :lol: :lol:

you are a hilarious individual to talk about this topic or "3298749283748237429384 failed shots" since the only thing that rivaling the failed shots is the swarm of drooling morons with you everywhere you go.

before anyone else even knew how to make the ***** wings back when they were first implemented the issue was raised that there needed to be an immunity timer on them because eventually some retard would figure out that all they needed to do was run around with 100 wings on them, it was blown off. just like darts, muskets and everything else you "discovered" years after it was already common knowledge among everyone that did not suck.

a half dozen ***** machine gunning boomerangs in every direction until they get a hit then 1 or more people on chain stun detail while the rest beat them down is not "hard" is not "skilled" is not "pvp" what it is known as is stupid.

i have never carried more than 8 or so on me at a time in all the years i have been playing, never needed more than that. the picture you posted the other day with over 70 of them in your bag to go check a trespass scent two tiles from the providence claim had me laughing my ass off. considering jenny and anton are just as embarassingly horrible as you are and undoubtedly have a similar loadout when leaving their own slobber trails over the landscape so when there are 4 - 6 of you you are bringing 250 - 350 boomerangs into a 4- 6 v1, which is usually against some newb that does not even know how the combat system works :lol: :lol: :lol:

heard a rumor your boomerang crutch may be significantly adjusted at some point, though ultimately it wont really matter if an immunity duration is not added as was mentioned 3 years ago.
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