NPC Invaders?

NPC Invaders?

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Posted by: Scumbag Mawile.6384

Scumbag Mawile.6384

Just a thought, but what about assault units being dispatched to enemy targets from walled objectives every so often?

Small (3-4) group of vets from towers, maybe seven or so vets from keeps, two groups that size out of garri and one in all three directions from SM every half hour or so.

Not nearly enough to even begin taking down an enemy base, but certainly another element to work with nonetheless. Over half-a-dozen upgraded WvW NPC vets added to a zerg can have an effect; they could also slow down undisciplined groups who stop to fight rather than avoid them.

If there are no nearby objectives, they just patrol the roads outside of where they came from.

Disciple of Quag

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Posted by: Jayne.9251

Jayne.9251

Like the siegerazer?

L’enfer, c’est les autres

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Posted by: Scumbag Mawile.6384

Scumbag Mawile.6384

Sort of.

Without the siege, less of a PITA to take out, and on a timer (goes without player interaction).

Enough to dent a gate with a few ‘waves’, but it’s the sort of thing that the guard respawns would mop up.

And of course, finding groups of NPCs fighting along the roads always adds a bit of flavor.

Disciple of Quag

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Posted by: Pendragon.8735

Pendragon.8735

It could be helpful if I presume you mean this is only available to greatly undermanned sides.

You can sort of use the quaggans like this already. Go take the node and follow their little team to a camp, and let them help you take it out much faster. Not that camps are hard to solo, but it could work something like that to buff a small attacking force a bit vs a tower or keep.

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Posted by: Scumbag Mawile.6384

Scumbag Mawile.6384

More that it’s up to the attacking force whether or not they leave/time it with an assault group.

Zergs likely wouldn’t think they needed that kind of minor support. It’s the sort of thing only small groups would bother with.

Disciple of Quag

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Posted by: Jeknar.6184

Jeknar.6184

That would give to people who cry about having to sit now in a tower/keep for guarding somenthing to do…

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Jscull.2514

Jscull.2514

Yes Add pve….to culling. Terrible.

PAXA -GM

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Posted by: Jeknar.6184

Jeknar.6184

Yes Add pve….to culling. Terrible.

Let’s face the facts… Culling have no solution. It exist, and we’ll have to deal with it.
Also i don’t see where a few NPC can make culling worse… I always see the NPC guards already rendered even when players are not. Since players never render anyway, i don’t see where it’s a issue.

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
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Posted by: Slamz.5376

Slamz.5376

This should really be what “add extra guards” does. As it stands, add extra guards is not remotely worth the money it costs.

I also like the concept that there’s a war on whether the players are in on it or not.

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Posted by: Sororita.3465

Sororita.3465

As long as the npcs only go to the towers your team owns at reset and to the first tower in the opposing team BL, dont see any problem with that.

Commander Starlight Honeybuns[BUNS]
Timelord to Lillium Honeybuns, IoJ
Forever together, or not at all.

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Posted by: Jscull.2514

Jscull.2514

You guys do realize how pathetic of a loading system anet has established seeing as we see every mosquito, 42 river drakes, 15 guards and only 6 of the 14 people actually show? That is horrible.

PAXA -GM

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Posted by: AlecFair.1270

AlecFair.1270

I support this idea. 8U
Make WvW feel more like dynasty warriors.

Tarnished Coast – Got mah Toast on. :V
Tizzle Mindwrack – Crazy Asura Lore Keeper of [AARM]

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Posted by: CaptainVanguard.4925

CaptainVanguard.4925

Really what the system needs isnt necessarily npcs but a method of assuring that the borderlands of each team are significantly harder to capture than the EB itself. That said, adding more npcs would be a good start, for example, making your home teams npcs appear more frequently in borderland areas assuring that its significantly harder than simply zerging your way through because you have to contend with the sheer weight of the home team.

Really, what needs to be addressed is a means for the teams to keep hold of their own borderlands more easily, at least then, you have a way of balancing things.