An idea for city defence
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- Noob
- Posts: 24
- Joined: Sat Dec 06, 2003 12:00 am
An idea for city defence
maybe the members of the factions could have a bell or whistle and when an enemy is sighted they can use it to call the city gaurds to the area
another thing i would like to see
if a person PP's or pk's some one of thier own faction or allied faction they immediately become hostile to thier the target faction for instance
Some guy picks Joe blows pocket he is caught immediately he looses his standing as if he had killed a npc from his faction he now has to run like a chicken with his head cut off to escape the town
also the guards need boosting agian
if a person PP's or pk's some one of thier own faction or allied faction they immediately become hostile to thier the target faction for instance
Some guy picks Joe blows pocket he is caught immediately he looses his standing as if he had killed a npc from his faction he now has to run like a chicken with his head cut off to escape the town
also the guards need boosting agian
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- Looking for group
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I do not belive the guards need to be boosted again,
I think its better to have higher lvl area's in the mod, so high lvls have something else to chalenge tham than Sleeth
I think its better to have higher lvl area's in the mod, so high lvls have something else to chalenge tham than Sleeth
I don’t really see much point in intelligence anyway, even at very high levels of intelligence, wizards still don’t realize it would have been smarter to be a sorcerer.
This way the captain will become stronger than most faction leader, and if the equipement is dropped he will be camped to boredom probably tooJesterOI wrote:Yeh, leave the gaurds the way they are, but maybe throw in a Guard Captain for each area where there are faction guards placed (not scouts thoughs).
Make the Captain 10 levels higher than regular gaurds and give him some nice equipment too.

The biggest problem of guards is the limited AI of NWN. They are too stupid. They can be lured 1 at time and slayed easily.
And anyway remember that even the biggest faction cities are supposed to be a challenge for a level 20 well rounded party, not for a lvl 40 legion of players. At least this i what i think the Dev want.
Aran the Red, fighter of Tempus
Elite disciple of Ancient Ones
A Paladin's heart in a Bard soul
Elite disciple of Ancient Ones
A Paladin's heart in a Bard soul
overtaking cities/smithy
Cities are WAY too easy to take over, things should be tweaked so that only a pair of lvl 40's or a group of lvl 30's should be able to penetrate the core of any city/town and take it over. A lvl 17 cleric or wiz or even WM should not be able to kill everything in town with ease (as they can now).
Perhaps some kind of NPC reinforcements could appear in the area X number of rounds after a conflict? Perhaps mainly/(only?) when newbie/baracks, and vendor houses or zones are attacked? This way if all the high lvl chars are offline or too far from town to protect it, at least n00bs won't be discouraged by being effortlessly PKilled as they attempt to explore the game for the first time.
Or maybe implement/create a 'shard/town-portal' type thing so PCs can fly home to help protect their homeland? (other than dying/respawning though respawning will be a way for lvl 40's to return since XP doesn't mean as much at that point =)
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Celorn/Jain
Perhaps some kind of NPC reinforcements could appear in the area X number of rounds after a conflict? Perhaps mainly/(only?) when newbie/baracks, and vendor houses or zones are attacked? This way if all the high lvl chars are offline or too far from town to protect it, at least n00bs won't be discouraged by being effortlessly PKilled as they attempt to explore the game for the first time.
Or maybe implement/create a 'shard/town-portal' type thing so PCs can fly home to help protect their homeland? (other than dying/respawning though respawning will be a way for lvl 40's to return since XP doesn't mean as much at that point =)
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Celorn/Jain
Build of Cities
Another option to increase the city defense would be to redesign strategic impotant areas like the entrences.
The only city which is guarded properly and a bit of challange is sleeth with is watchtowers and mages on it.
I would say redsign the city entrances a bit so you can only enter them on narrow paths, place watchtowers with archers and mages or clerics
and enlarge the number of groundguards which block the pass.
We could also implement ballistas like in the Hotu campaign which deal great damage.
The same to the faction HQs guard them better combine moere diffrent guard types and enlarge there number
The only city which is guarded properly and a bit of challange is sleeth with is watchtowers and mages on it.
I would say redsign the city entrances a bit so you can only enter them on narrow paths, place watchtowers with archers and mages or clerics
and enlarge the number of groundguards which block the pass.
We could also implement ballistas like in the Hotu campaign which deal great damage.
The same to the faction HQs guard them better combine moere diffrent guard types and enlarge there number
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- Noob
- Posts: 24
- Joined: Sat Dec 06, 2003 12:00 am
I would just like to remember you that cityes aren't supposed to be invincibles fortifications that no one can even get near at. The biggest problem now is guards AI. Maybe some of them should be boosted a little. But A LITTLE. The biggest problem with invaders is that seems they like to kill quest npcs and that their respawn doesn't work well. That's what needs to be fixed, not guards.
Aran the Red, fighter of Tempus
Elite disciple of Ancient Ones
A Paladin's heart in a Bard soul
Elite disciple of Ancient Ones
A Paladin's heart in a Bard soul