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View Full Version : Siege Weapon Improvements


Gemini
04-14-2008, 12:52 AM
I know a lot of people were unhappy with what we've seen of the crafting system so far, so hopefully if you are one of those people I can bring a glimmer of hope into your life. In this new TTH hammer video (http://www.tentonhammer.com/node/30169), (4:20 - 5:00), the devs talk of letting crafters make improvements to siege weapons. To me that is great news for three reasons:


It means there is more to the crafting system then we had originally seen (should have been a given), so there very well may be even more cool surprises
Improved siege weapons will no doubt be very useful for taking keeps, and thus one more way to make crafting feel more important, which I know was a complaint people had with what we know so far.
This will allow crafters to feel like they are making a difference not only for themselves, but for whole realm.
Alternatively, if a crafter dosn't care about making a difference, they can sell the upgrades to suppliment their income.

Raknor
04-14-2008, 06:38 AM
Sounds good man. Like you said it helps the whole realm not just so that person can earn more money. Id love seeing a campaign to my enemies capital city, seeing several siege crafters helping out.
-Insert Stupid Saying Here-
-Raknor-

Raizen
04-14-2008, 08:44 AM
I think It'd be cool if there were quests crafters could do to improve their cities defences. Like, if 100 crafters did this quest, all trebuchets along the city battlements gain X bonus and so on. There are plenty of fun things that can be implemented. Mythic just has to pick up on em.

I bring you love.

One of the admins is going to kill me for this. We all know who! :twisted:

Gunter
04-14-2008, 03:41 PM
As I understand thier explinations why would you craft to just make money. Money will nto mean that much and they already said they do not care to create a realistic economy at all.

Crafting to me shold be about benefittng you, your friends and your war effort. Money is secondary.

MrProphet
04-14-2008, 07:27 PM
I bring you love.

One of the admins is going to kill me for this. We all know who! :twisted:


Lol you're stealing all of Archangel's thunder. Gotta love italics.

I bring you one-liners.

Utakata
04-14-2008, 09:22 PM
I bring you nonconstructive comments.

Utakata
04-14-2008, 09:24 PM
In all seriousness though, this definitely sounds awesome. Instead of making crafting useful by forcing players to use crafted equipment since it was the best in the game, they made it useful in other ways. I love crafting and am looking forward to supplying my guild with this stuff :)

Arcton
04-15-2008, 01:40 AM
Yeah, I've also enjoyed crafting in all the games I've played. Even EQ2, which had an interesting minigame system of crafting. Hopefully there will be something similar to a blacksmith, even if all I can do is craft improvements and not actual weapons and armor.

Fergiejr
04-15-2008, 03:29 AM
Sweet video, was nice to see how the keeps are going to be laid out and a few ideas they are throwing around with attacking and defending them.

I know its going to be sweet both ways....but I am looking forward to defending keeps more than attacking....go boiling oil :D

Vidrak
04-15-2008, 01:32 PM
I always enjoy crafting (and taking a break from fighting 24/7 for a few hours or whatever). It is good to hear that we crafters can help out the entire realm in certain ways (well, maybe). I will surely try to do my part :)

Fer da WAAAAGH!

Warmaster tibs
04-15-2008, 04:52 PM
One word
YEAH!!:cool:

Rhianni
04-16-2008, 06:22 AM
The more I think on the crafting system the more I like it.
If a system allows a crafter to make a complete item one of 2 things happen.
1: the crafted item is worse then drops and nobody buys it or 2: its better and nobody raids or groups for dungeons.
With the WAR system as we know it you will be able to enhance and modify things. You also have a lot more customers and demand for your attention and crafting assuming that all items can take upgrades.
I really hope that there will be a nice variety in siege weapons and not just +damage, +range, +to hit.

Skalding
04-16-2008, 03:40 PM
They're including Apothecary, aren't they? Isn't that a manufacturing profession that goes along with cultivating? If so, I can't see why they couldn't mix up some napalm, or an explosive elixir and attach it to, say, a Catapult. So every stone explodes, wrecking havoc and lighting on fire. People hit by the stone itself take physical damage, and if they survive the AoE fire damage will most likely burn them to a crisp.

For, what is it, Scavenging? I could easily see little bits of metal being attached to ammunition, for an AoE shrapnel effect. Slows everyone caught in the radius for five seconds, they bleed for the same amount of time. These would undoubtedly increase the viability of these professions in RvR, and add some fun to boot. Options abound really, especially when it comes to Cultivation. Poisonous ammunition with an AoE effect, etc.

I'm trying to think of the last one, I can't remember the name, but I think it has to do with animals instead of humanoids. Maybe we'll see them add a leather covering to the battering ram, lessening damage to the people bashing in the door. The people over at Mythic have quite an imagination, I'm sure they'll come up with good stuff.

Terrok
04-21-2008, 09:36 PM
Agreed. To make crafting worthwhile and more importantly FUN, Mythic needs to be creative. Creative items with interesting uses like shrapnel, Pallisades (spiked wooden barricades), and impact-triggered poison darts? ;)

Well, the most important things to take from this particular post are that crafting should be fun and usefull so that nobody ever feels like they are "done" crafting. Let many things be usefull so that there cant possibly be too many.

Another thing is the turn-in upgrade quests. These can be very cool. For example, AV (in WoW) had an armor scrap turn-in quest where armor scraps scavenged from enemies could, when enough were collected, upgrade the NPC troops. This isn't the only example. They should be creative with these ideas too.

Agenanmer
04-22-2008, 01:58 PM
So what upgrades would greenskins need in order to strap one of their orks to a siege weapon :D

Gemini
04-22-2008, 02:04 PM
You don't strap orcs to siege weapons, you use snotlings!

Darrett
04-23-2008, 08:53 AM
I hope that there's a way for Orcs to shoot Goblins with spiked helmets out of the Orcapult.

CaptainAwesome
04-25-2008, 12:10 AM
All Awesome ideas especially the ones that emphasizes crafters to help better their Capital Cities

My 2 Awesomes

Burner
04-28-2008, 05:46 AM
I think It'd be cool if there were quests crafters could do to improve their cities defences. Like, if 100 crafters did this quest, all trebuchets along the city battlements gain X bonus and so on. There are plenty of fun things that can be implemented. Mythic just has to pick up on em.

I bring you love.

One of the admins is going to kill me for this. We all know who! :twisted:


Yeah, agree with you.. It would be awesome if they implemented a system for that ;)

wtnind
04-28-2008, 08:45 AM
How about letting siege skill produce items for long range targetting of siege weapons.

low rank item: Bright Red Flare Grenade can be thrown up to 10 yards, functions as a bombardment target for nearby (read within half a mile) siege weapons.

higher rank item: Flare Launcher can be launched up to 100 yards allowing more tactical bombardment behind enemy lines.

top ranked items: Warpstone flare, can only be seen by siege operators wearing warpstone filtered gogles, giving the target no warning before shells start to fall.

This gets round the fact that the guy operating the machine cant really see the tiny figures up on the battlements or the healers behind the swathe of melee. It also adds a little veriety to gameplay and makes siege more exciting than a sationary aoe targetter. Particularly nice for shelling folk in the courtyard inside a keep.

Some race specific crafted ammo types would be nice too, viral carcass bombs etc.

strike1989
05-04-2008, 03:03 PM
I has a list maybe? Of what upgrades you could have.

Orcs: Jagged, spike covered snotling ammo, waaaagh symbols (buff)
Empire: Icons of faith, various ammo
Dwarfs: XPLOOOSSSSSSSIIIIIIIVVVVEEEEESSSSSSS and better forged armour and stuff.
Dark Elves: Boiling blood for the tubs on walls, burning head ammo, spiky armor for segie weapons.
High Elves:magical ammo
Chaos: Daemon forged armour and Warp fire ammo.

strike1989
05-04-2008, 03:07 PM
Maybe you could have a full on quest for crafters were they can make their own lovingly made, personalised war machine to call their own? and maybe have higher versions of the normal weaps? This would make seige crafters VERY popular.

High Elf: Bolt thrower
Dark Elf:Bolt Thrower
Orc:ROCK lobber
Empire: great cannon
Dwarf:cannon
Chaos: HELL CANNON!

RogueModron
05-15-2008, 11:54 AM
I was a LGM siegecrafter in daoc so I'm very interested in this. Siegecraft in daoc was amazing. Looking forward to see its implementation.

EToaster
05-15-2008, 08:45 PM
So what upgrades would greenskins need in order to strap one of their orks to a siege weapon :D

I don't see why you can't just use the same flaming ammunition idea from the ballistas. ;)

JimmyTwoTimes
05-17-2008, 08:22 PM
I think It'd be cool if there were quests crafters could do to improve their cities defences. Like, if 100 crafters did this quest, all trebuchets along the city battlements gain X bonus and so on. There are plenty of fun things that can be implemented. Mythic just has to pick up on em.

I bring you love.

One of the admins is going to kill me for this. We all know who! :twisted:

That would be cool!