Outpost Input
Posted: Mon Mar 14, 2005 11:55 pm
Well, Xavier asked. Give your positive input here. Please limit yourself to listing your top 3 items that you would like to see in outposts. Short descriptions please.
Here are mine.
1. The ability to heal any NPC's in an outpost my guild is controlling. whether they be merchants, warriors, or guards.
2. More range of freedom to stock your outpost with guards/fences/towers/merchants/etc. In our event a while back, it was one way and one way only. Craft the items, make 5 packages get 5 warriors. I would love to be able to hire 'support staff' to craft, or dig, or maintain the parts of the outpost.
3. Parts of the outpost that can be destroyed during attack. It would be cool for the guard tower to take damage, and show that damage. Maybe you need special weapons or skills to target these items, maybe special 'ammo' that can only be made or bought in certain ways.
And my last request is take the time and do it right. The encyclopedia was kinda botched a bit. Do it right and put the features in upfront that are not clearly 'add-ons' to an outpost. For example adding damage to buildings after the fact would not be a proper implementation to me.
Thanks for listening, I know you are now.
-Noin
Here are mine.
1. The ability to heal any NPC's in an outpost my guild is controlling. whether they be merchants, warriors, or guards.
2. More range of freedom to stock your outpost with guards/fences/towers/merchants/etc. In our event a while back, it was one way and one way only. Craft the items, make 5 packages get 5 warriors. I would love to be able to hire 'support staff' to craft, or dig, or maintain the parts of the outpost.
3. Parts of the outpost that can be destroyed during attack. It would be cool for the guard tower to take damage, and show that damage. Maybe you need special weapons or skills to target these items, maybe special 'ammo' that can only be made or bought in certain ways.
And my last request is take the time and do it right. The encyclopedia was kinda botched a bit. Do it right and put the features in upfront that are not clearly 'add-ons' to an outpost. For example adding damage to buildings after the fact would not be a proper implementation to me.
Thanks for listening, I know you are now.

-Noin