Guard Types
I couldn't find a topic associated with my question so I started a new one.
Is there anything in the pipe to look at/update the guard types for cities? With the renewed fervor to bring back the age of "sit in your city and kill half-comms" it brings to light a few holes in guard design and code.
Offensive: (I had more trouble with this)
These ideas are rough because I just brainfarted them out. What I'm aiming for here is a system that favors bltizkrieg style raids. Get in quick. Knock out your target. Evade guards. Get out. If the guy you're fighting knows his shit, he is probably going to be on you in 1-2m and be able to break your raid. If he doesn't, he'll be able to ham-hand his way through figuring it out. The abilities allow the defender(s) to crush an FOB in a city by using guards as red shirts. Best example of this was Sarc getting a crash course in 'how to defend' last night. This doesn't mean you can't raid, kill guards and spam kill npcs. If you're good and have enough coordinated people, these abilities will allow you to evade the 'bad guys' and do everything you can normally do (just get out safer).
Is there anything in the pipe to look at/update the guard types for cities? With the renewed fervor to bring back the age of "sit in your city and kill half-comms" it brings to light a few holes in guard design and code.
Problem 1: Knights
Somewhere in the history of Imperian, Halloween came and went and children were handed blunt/cut resist instead of candy. This guard type is the 'regulator' of the guard selection. High strength and fast attack. This is nullified by the fact that Captain Cleaver is hitting the most resisted damage types in the game. Your upper tier artifact bots (Eldy, Lio, me, Khizan) can tank an obscene amount of hits from these dudes and keep trucking. Your mid-tier meat shields (Sarrius, Arlith) can enough of a chunk to kill a few before he inevitably bites it. Don't get me wrong here, I don't want the damage type to be changed to no-block, but I'd like a 40k gold investment to shell out a little more usefulness outside of a pack of 50 (200k investment)
Somewhere in the history of Imperian, Halloween came and went and children were handed blunt/cut resist instead of candy. This guard type is the 'regulator' of the guard selection. High strength and fast attack. This is nullified by the fact that Captain Cleaver is hitting the most resisted damage types in the game. Your upper tier artifact bots (Eldy, Lio, me, Khizan) can tank an obscene amount of hits from these dudes and keep trucking. Your mid-tier meat shields (Sarrius, Arlith) can enough of a chunk to kill a few before he inevitably bites it. Don't get me wrong here, I don't want the damage type to be changed to no-block, but I'd like a 40k gold investment to shell out a little more usefulness outside of a pack of 50 (200k investment)
Problem 2: Guard types 1,2,3,6.
Constable, soldier, warrior, archer. I like my filler in my class files between inept and fabled. I'm not a big fan of it in my security budget. None of these guys really come near relevance in turf defense. They're not even good henchmen and they never have save-the-day moments like Sgt Al. Powell. They suck. Their only justification here is "they can be used to man siege." Well, let's do ourselves a favor and make "a city guard in a yellow uniform" and call him an engineer.The archer seems useful until you realize that's a huge investment for such a niche. He's taking up a spot that an Istani or Knight could roll into so he can shoot Azefel for low end damage and not follow through. After that, he's just a meat shield who can't do his job because people are smart enough to hit 'knight' and 'istani' and not 'guard.'
Problem 3: The role of guards
Problem 3: The role of guards
Honestly, I see guards as go-to for security when my team doesn't have enough dudes to complete the line up card. They're doing the job I should do but can't because I have to make fun of Lionas and bash. They're my backup when Sarc goes afk in a guildhall without a hazeward (dumbass. Shame on you). In a lot of situations, my guards are boss. I can whytewalk with my posse and dispense some justice like nobody's business. Other times, especially lately, guards are superbly easy to deal with because of some pretty crappy mechanics and shortfalls. Walls, call for help, attacks, etc. Mind you, I don't want cities to be 100% impenetrable, but the defending city should have all the advantages, putting the onus on the raider to get it, get out, get done or be very, very good. One or two people with guards should be able to harass and break a raid with guards because...that's how it is. It's called the radio and you can't beat it.
My suggestion here is going to be the development and release of new branches of shard research that unlock both offensive mechanics and defensive mechanics to facilitate raiding and raid defense. You like gold sinks, we love investing money in things that make our lives easier. It's win/win. People are going to be butthurt when I drop some of these, but oh well.
I'm throwing in commodity drains because the commodity economy is just bad. There needs to be something to reduce the stockpile and make caravans with running, instead of being a gold sink.
Defensive: (need more ideas here, guard types mostly)
-Not-cutting damage guards: Researched. Cost shards/gold to upgrade. Unique commodity to maintain.
-Guards that prone/limb break: Research. Cost sharsd/gold to upgrade. Unique commodity to maintain.
-Sapper guards*: Mid-top tier research: Cost shards/gold to upgrade. Unique commodity to maintain. <- these bad boys have one job. They're expensive to buy and upkeep..but their job is amazing. They break walls at a cost to the person ordering the move.
-Remove shard disrupt from Sukhder and put it in here.
-Detonation: The ability to blow up the implant shard in your city.
-Lockdown. This would be the functional opposite of focus sukhder. Within your city this would block all forms of transport. Portals. Artifact pets. Twist rings. Mark return. I would honestly add an additional cost to clear all of these effects from the room.
-Be creative!
Offensive: (I had more trouble with this)
-I'd put a shard effect in here that a costed shards would allow you to implant a shard in a location for x amount of time that people could shard travel to you (like squads in BF3)
-I'd put moradeim wall here.
-The foreboding stone for guards. A nice "gtfo" warning before someone rushes you.
-Because the game is going this way anyways, consume a blue shard for a 10s channel to return to your cities generator. 5s for a red shard. 10 allows you utility, 5 allows you escape.
These ideas are rough because I just brainfarted them out. What I'm aiming for here is a system that favors bltizkrieg style raids. Get in quick. Knock out your target. Evade guards. Get out. If the guy you're fighting knows his shit, he is probably going to be on you in 1-2m and be able to break your raid. If he doesn't, he'll be able to ham-hand his way through figuring it out. The abilities allow the defender(s) to crush an FOB in a city by using guards as red shirts. Best example of this was Sarc getting a crash course in 'how to defend' last night. This doesn't mean you can't raid, kill guards and spam kill npcs. If you're good and have enough coordinated people, these abilities will allow you to evade the 'bad guys' and do everything you can normally do (just get out safer).
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More than anything else, what I want of out guards is for them to use something like the army syntaxes we had during the Godwar(announce 2148).
It would be so nice to be able to be able to organize guards into squads and order them around with "squad 32 move n" instead of having to spam "order knight move n" and capture id numbers and the like.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
I imagine that he means "I expected to die, but I didn't expect to take 29 deaths to clear out just 10 guards."
200k worth of guard damage for 29 deaths isn't an amazing ratio, especially when that ratio will get worse if/when Stavenn uses a larger clot in the future.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I realize that has nothing to do with your main point, but I have 15 minutes to kill before work, so. Jump on this sidetrack adventure.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
I bash in 20-30m phases before I lose complete interest and go back to dinking around with other classes. Somehow, it makes it more tolerable.