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Re: Outposts Outlined

Posted: Thu Sep 15, 2005 6:43 pm
by wepps
hans1976 wrote:I know a few greek philosophers you should connect to a generator, they will be spinning in their graves so fast, they can power a medium sized city...

A whale = mammal = human = Wepps.
Therefor, Wepps is a whale.

Do tell me how you keep your machine dry with that much water around?
The Greeks didn't have online gaming :)

Re: Outposts Outlined

Posted: Thu Sep 15, 2005 7:51 pm
by ajsuk
This is getting boring y'know. :p

Re: Outposts Outlined

Posted: Fri Sep 16, 2005 12:35 pm
by philu
I have a question - given the current problems with healing in the PR where it's not possible to heal out of team, how is healing going to work in these Outpost battles?

Will we be able to heal out of team? More specifically, will we be able to heal anyone in our Guild?

If we can't then I see major problems with Outposts.

Re: Outposts Outlined

Posted: Fri Sep 16, 2005 12:40 pm
by thebax
hans1976 wrote:I know a few greek philosophers you should connect to a generator, they will be spinning in their graves so fast, they can power a medium sized city...

A whale = mammal = human = Wepps.
Therefor, Wepps is a whale.

Do tell me how you keep your machine dry with that much water around?

I thot it wer dat parots=watermelons.....

Re: Outposts Outlined

Posted: Sat Sep 17, 2005 1:41 pm
by asaseth
andy707 wrote:Some benifits that I think would be nice:

Ability to buy a TP to ones guild's outpost. Restricted to guild members or allied guild members too.

Ability to respawn at outpost.

Guilds can hire permanent outpost guards that protect only the people who belong to the owning guild (or allied guild members too). That way guild members (allies) can hunt or forage around the outpost and run to guards if they get into trouble.

Outposts have trainers, merchants and mission givers. A stable?

In general, it would be nice if an outpost was a place that guild members would want to hang-out at, for whatever reasons.

Monco
Member of Eleytheria
They would probably have to impliment either the TPs or the respawns. The respawns would be good durring the attack phase (you can be ressed, but you would be respawned every time the attack lvl went up) and the TPs would, if nothing else, give guilds a reason to 'invade' the 'enimy's territory', cause the Karavan TPs wouldn't be useable by high-kami-fame people, and the kami vic-versa, so you would need the 'forign embasy/military base' just to have access to those lands.

Re: Outposts Outlined

Posted: Mon Sep 19, 2005 4:33 pm
by oauitam
One outpost per guild ?

Re: Outposts Outlined

Posted: Mon Sep 19, 2005 4:39 pm
by ajsuk
oauitam wrote:One outpost per guild ?

Yes another detail they failed to mention. :rolleyes:

Re: Outposts Outlined

Posted: Mon Sep 19, 2005 4:56 pm
by sehracii
They've mentiond in the past a few times that it will be possible to have more than one outpost, but will be a very heavy resource drain.

Re: Outposts Outlined

Posted: Mon Sep 19, 2005 9:51 pm
by rushin
philu wrote:I have a question - given the current problems with healing in the PR where it's not possible to heal out of team, how is healing going to work in these Outpost battles?

Will we be able to heal out of team? More specifically, will we be able to heal anyone in our Guild?

If we can't then I see major problems with Outposts.
you can heal anyone in your guild when in the pr, dont need to be in a team either so i imagine it will be similar with outposts.

Re: Outposts Outlined

Posted: Tue Sep 20, 2005 1:06 am
by svayvti
sehracii wrote:They've mentiond in the past a few times that it will be possible to have more than one outpost, but will be a very heavy resource drain.
They've mentioned a lot of things in the past, but it appears much of it has been scrapped and reworked.

For instance the description of outposts on page 37 of my manual is much more interesting and makes no mention of PvP. Dynamic guild battles without the easy potential for a griefer element.

We do need a much more thorough understanding of what Nevrax is changing about their implementation of Outposts and what they're not. Personally I wish they'd go back to the Dynamic content with raid aspect rather than the simple PvP aspect of Outposts.