10-15-2009, 01:46 PM
DaoC pretty much had this with the keeps, granted their range of influence was too short and the guards they had patrolling didnt help all that much. I can recall myself and many others getting ganked by a lone stealther within range of the guards and they just vanished, this is why I hate stealth.
Would be nice if the tower also had a teamfortress like hp/ammo dispenser that regens a certain amount based on the size/rank of the outpost.
I would also like the ability to send out patrols/scouts that inform me the LOCATION on the map of the enemies when they are spotted and how long ago it was spotted. Instead of some instant message/location, I'd like to see the NPCS's run back to the outpost and sound some sort of alarm. That way it gives attackers a means to cover their tracks, but only for a limited amount of time. And when a patrol is past a certain amount of time overdue, the tower could sound the alarm for the general area that there may be hostiles.
If you own the outpost you can configure your guard behavior, for both the guards at the keeps and patrols.
aggressive -how many and how far will they come away from keep to repel invaders. patrols will attempt to kill enemies they uncover without reporting
default - patrols will split up and send 1 or 2 of the group back to inform the outpost enemies are spotted
conservative - the majority of a patrol will report to the keep, guards stay in highly defensive positions within the outpost
guards should also be able to lay 'destealth' traps that knock people out of stealth if they get too close.
Would be nice if the tower also had a teamfortress like hp/ammo dispenser that regens a certain amount based on the size/rank of the outpost.
I would also like the ability to send out patrols/scouts that inform me the LOCATION on the map of the enemies when they are spotted and how long ago it was spotted. Instead of some instant message/location, I'd like to see the NPCS's run back to the outpost and sound some sort of alarm. That way it gives attackers a means to cover their tracks, but only for a limited amount of time. And when a patrol is past a certain amount of time overdue, the tower could sound the alarm for the general area that there may be hostiles.
If you own the outpost you can configure your guard behavior, for both the guards at the keeps and patrols.
aggressive -how many and how far will they come away from keep to repel invaders. patrols will attempt to kill enemies they uncover without reporting
default - patrols will split up and send 1 or 2 of the group back to inform the outpost enemies are spotted
conservative - the majority of a patrol will report to the keep, guards stay in highly defensive positions within the outpost
guards should also be able to lay 'destealth' traps that knock people out of stealth if they get too close.
[should not have shot the dolphin]
