|
#41
|
|||
|
|||
|
Then each of the players could contribute his most experienced soldiers.... Possibly their trademark? He spams archers... let him take the walls and defend...
__________________
Xbox live gamertag: WelshAbyss Feel free to add me and game to our hearts content :) |
|
#42
|
|||
|
|||
|
That's unfair though because unless the attacking force has hundreds of siege towers etc, the "archer" players are gonna be pretty much safe. Although, it's practical because each player only has to concentrate on ONE task. I've got to stop contradicting myself
![]() |
|
#43
|
|||
|
|||
|
Quote:
So while the archers are being impaled with oversized arrows the footmen are cosily waiting behind the walls...
__________________
Xbox live gamertag: WelshAbyss Feel free to add me and game to our hearts content :) |
|
#44
|
|||
|
|||
|
That would be pretty cool (Y)
|
|
#45
|
|||
|
|||
|
Guilds sound cool BUT:
In most current MMO's theres no real benefit to players and guilds except social hour, I find I spend as much time hanging out with none guildies as guildmates. Seeing that this is Actually an RTS not a RPG will there an economical / population impact on my kingdom being apart of a Guild? I assume population growth is an AI function controlled by how well you manage a kingdom!! And if theres an impact on economical / population: 1. will you find your population leaving to live in the so called capital 2. will economical effects have both negative and positive effects on you, or will AI in the game only favor progression.. Personally I favor the Alliance / Trade model, it doesnt tie you to any one Capital and through Alliance and trade you build strength and wealth If the only real benefit in this game for guilds is to amass a huge army, you could do the same through the A / T model . Last edited by Lordadamar : 02-07-2009 at 11:26 AM. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|