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LiQuid! fasta dan a muddafucka!

Joined: 07 Oct 2005 Posts: 8040
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Posted: Mon Apr 09, 2007 7:57 pm Post subject: |
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| Sethimothy wrote: | | LiQuid! wrote: | | Martyr: Learn how to post thumbnails, numbskull. |
Truer words have yet to be spoken. |
Nor has a sentence with more silent 'b's ever shown face at The Land!
Let's try to top it!
The dumb, numbskull plumber combed his lamb's thumbs while climbing a tomb full of crumbs to plant a bomb to negate any doubt that his debt was paid.
Did I get em all? _________________
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NR Karma Police

Joined: 31 Aug 2005 Posts: 6789 Location: Japan
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Posted: Mon Apr 09, 2007 11:05 pm Post subject: |
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Even if you didn't, I give this post a 10 out of 5. _________________ If you buy stuff from Play Asia, help support RPG Land. Thank you.
The truth about GEM School |
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VsPluckyDuck Duckslit

Joined: 18 Jan 2006 Posts: 1260
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Posted: Mon Apr 09, 2007 11:38 pm Post subject: |
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| Yeah, I'm pretty hard-pressed to think of any more. |
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LiQuid! fasta dan a muddafucka!

Joined: 07 Oct 2005 Posts: 8040
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Posted: Tue Apr 10, 2007 1:25 am Post subject: |
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Cool!
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Idin Leis Niggar Alarm!

Joined: 19 Oct 2005 Posts: 3798
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Posted: Tue Apr 10, 2007 2:02 am Post subject: |
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wholly thread derail _________________
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Acend Will date your daughter

Joined: 05 Mar 2006 Posts: 2559 Location: Houston, TX
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Posted: Fri Feb 29, 2008 10:29 am Post subject: |
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EA Mythic recently released some info on how their RvR and Keeps and sieges would work:
http://www.warhammeronline.com/english/gameInfo/gameFeatures/keepsandsiege.php
| Quote: | There is at least one keep per realm, per zone in all Tier pairings except for Tier 1.
# Tier 2 zones have one keep each (two per pairing)
# Tier 3 zones have one keep each (two per pairing) with fortified outer walls
# Tier 4 zones have two keeps each for a total of six keeps
The taking of a keep has three distinct stages:
1. Breach the exterior of the keep
2. Breach the keep’s inner sanctum.
3. Defeat the Keep Lord. |
| Quote: | Siege Weapons
Keeps and surrounding areas will have several pre-set locations where siege weapons can be deployed and used by players. Some siege weapons will simply work by interacting with them for a period of time to damage pre-determined targets (such as a door). Other siege weapons, such as the trebuchet, will give players a Ground Target Area Effect (GTAE) reticule which they can move to attack specific locations.
There are four types of siege weapons:
* Rams are can be used against keep doors or other pre-selected targets
* Ballistae can be used against individual players or other siege weapons
* Cannons, Catapults and Trebuchets can be aimed to fire at a selected location, doing splash damage to players or other siege weapons
* Boiling Oil can be used to rain down liquid death from keeps and walls
Siege weapons must be built on Siege Pads found in the world or on Keeps. They cannot be deployed anywhere else and the number of siege weapons used is limited by the number of pads. Furthermore, siege weapons cannot be moved once placed, although they can be rotated.
Siege weapons do not require a Trade-skill to build and can be deployed by anyone. They are purchased from War Camps or from an NPC inside the keeps. Once purchased, a siege weapon will take up a single inventory space. These items have no weight, and can be carried and traded by anyone. Players can carry as many siege weapons as they want, as long as they have space in their inventory. When a player deploys a siege weapon, the item will disappear from the player’s inventory.
Siege weapons will increase in cost and power based on location/Tier purchased. (The exact cost of siege weaponry has yet to be determined.) A Siege weapon purchased in a higher Tier cannot be placed on a lower tier Siege Pad. Only one Siege Weapon can be on a pad at a time. Siege Weapons have a life span of 30 minutes and can be destroyed by the enemy before that time. |
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