(edited by Zietlogik.6208)
New Structures and New Buildables
I wouldn’t be surprised if Anet has a list of things they want to implement but haven’t gotten around to doing, as some of your suggestions I’ve seen before, but it’s good to see topics like this come up again.
New Buildables:
– Walls/Barricades
– Slow Traps
– Buildable Watchtowers
– Buildable Supply Depot (Allow players to deposit supply, not only withdraw)
– Ramps for high terrain/walls (fragile/low hp)
-Walls/Barricades: I can see issues arising with players placing these in ways that can be exploitive, even with a limit to the number of them in an area and them having low health; such as placing a bunch in front of the portal entrance into a tower. It’s just too risky to implement, as people would constantly find ways to exploit them.
-Slow traps: I like this idea. It could either slow down foes by inflicting cripple, chill, immobilize, or by acting like a guardian’s line of warding. And it can be countered with condition clear, immunity, or stability.
-Buildable Watchtowers: I think Edge of the Mists Sentry Turret consumable would suffice. Admittedly, I haven’t used this item so I don’t know how well it functions.
-Ramps: Anything that can be used to bypass walls shouldn’t be implemented. While it makes sense from a realistic perspective, it’s not very fun to play against; Mesmer portals and Superior Siege Rams are effective enough in this regard.
New Camp Upgrades:
– Dolyak Armor: Equip your Dolyaks with the latest and greatest in combat platemail, allowing them to engage enemies when struck and soak up more damage. (requires guard upgrade first)
– Dolyak Carrot: Increase the speed of your Dolyak, allowing it to run to its location.
I see these as quite reasonable and doable. Alternatively, instead of Dolyak Armor have the dolyak take 20% less damage for each caravan guard alive; that way the guards aren’t completely irrelevant.
New Garrison Upgrades:
– Golem Factory: Upgrade your Garrison with a Golem Factory add-on, allowing for automated Golem creation. Builds 1 Golem every 1 hour, max: 5 Golems. (requires Waypoint Built)
– Runic Portal: Allows portal travel to the Bloodlust Ruins (located between all 5 points) (requires Waypoint built)
-The golem factory, while possible, seems overpowered and it may be hard to track the number made. Although I can see an Asura hammering away at an incomplete golem and dropping it off by the waypoint/supply-depot when finished.
-The Runic Portal would make it too easy for large groups to traverse the map quickly. Also, Anet also probably wants the upgrade panel to be consistent amongst the keeps on all the maps (garrison, hills, bay, EB keeps).
New Map-wide Upgrades: (located in Citadel)
– Upgrade Sentries your world controls into small outposts, consisting of 2 Guards, 2 Archers and 1 Scout (marks nearby targets). Requires Home Borderlands Keeps and Garrison under control.
I could see this as a structure related upgrade (not citadel), as an automatic upgrade if you own a nearby, upgraded structure. Although I think people in general just want the sentries to be stronger in the first place (like EotM).
Zietlogik.6208:New Structures:
– Skritt Hovel (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NW of the map to be a new claimable location with bonuses.
– Modniir Stronghold (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NE of the map to be a new claimable location with bonuses.
I don’t know what types of fortifications and bonuses they’d be, but it’s generally agreed upon that these areas are currently a waste of space and can at least be improved. Perhaps they could act as mercenaries, traveling to the ruins and holding the ruins for a server instead of having a player stand there alone; which is quite boring until you are killed by a roaming party. Of course, they probably wouldn’t make it the ruins after fighting at the camps, sentries, yak guards, players, etc., so there spawning location would have to be different.
Something I’d like to see is have the mercenaries on EB be controllable so that they’re more reliable. For example, after you cap the hylek camp, delivering X (like 30) supply allows a player to talk to an NPC that sends them to a nearby location, such as Danelon Camp, Quentin Lake, Klovan, etc to either guard or attack/contest that location. That way the mercenary deployment is less random and more reliable, and won’t just die every few minutes at a camp. There would be a limit of 2 groups that could be sent out, with a 5 minute cooldown after a group has been wiped or deployed.
There is a huge difference between what we want, and what the dev is willing to do.
The list for what we want in WvW is huge, and we’ve already had 3 CDIs where we were able to “voice” our opinions.
I love all of those ideas
1. A new upgrade available on keeps/towers that summons NPC´s to repair the walls and gates whenever they damaged. I think there is a similar system in EOTM – Map, not quite sure though.
2. A fortify gate upgrade so that the gate cannot melt under a minute for player damage.
3. A tower/keep upgrade that places defensive siege equipment on pre-determined places.
All in all nice topic.
Regards
Seed
Camp upgrades idea looking fine but golem factory??? You really want to see more golem rushes then we have to this day? Well if it ever gets implemented ( and i highly doubt that) Make it so it needs 2k supply at least to finish it.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.
Dolyak Carrot LOL that would be freaking amazing…only if it has an actual visible fishing pole with a carrot on it tied to the dolyak’s back XD +1,000,000 for this idea
Wu Táng Financial [Táng] – YB
2. A fortify gate upgrade so that the gate cannot melt under a minute for player damage.
How about:
Structural Upgrade:
– Electrified Gates (Players who strike the gate with standard attacks take damage returned.
:P