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Default my cwars update PART 1

Castle wars map:


1- Trees, let's get a light forest kind of thing going on.

2- Marsh, it the river that perfect? I think that there should be a mash area that hinders movement, this helps create a realistic scenario. Also hinders Siege.

3- Rocky outcrops. Boulders that you can hide from rangers/mages will help increase your chances of survival. This will also help sieges.


4- Ravines and Cliffs, take the high ground to over see the action going on, and maybe to help your ranging and maging distance.




Underground Passage:


1- The map size will be the size of the area where you can dig. This means that you set the tunnels the way you want them to. Latter on I’ll explain on how this is a great advantage.

2- Higher mining levels will help you dig tunnels faster and better.

3- Digging under the rivers or Marshes gives a continuous chance of the water leaking into the tunnels. The water will not go far as it soaks into the ground, but players movement will be hindered, and drowning can occur in situations of enclosed tunnels.

Explanation on Drowning

Tunnels can collapse, but not all of it. Let's say one of your tunnels collapsed, and you’re stuck. You would naturally dig out where the tunnel collapsed or continue to move onward. Now the problem is that the tunnel is so small, that the water fills up quickly. Causing you to drown as the cavern fills up. Your scuba diving outfit protects you from this!

4- Digging a water filled chamber will cause the miners digging that area, and two squares behind them, to take a certain amount of damage depending on how filled up the cavern was with water.

5- Suffocation. This can occur in many cases, as I said before, better mining level helps! Suffocation will occur when a tunnel collapses and you soon run out of air.

6- Darkness will also occur when tunnels collapse, you will be provided with a dim light aurora from your God. Light sources in your inventory help!
  1. Fog of War. This hinders your ability to see on the mini map! Finally something that creates surprise when tunneling. You Mini map will be decreased in view, and will not be able to see enemy tunnels digging around you.

    Couple reasons why this is good.

    1- Creates surprise and fear for players.

    2- Helps tunnelers tunnels not be seen by enemy tunnelers.

    3- Enemy can't see where your towers ladders are (explained further)

    4- It's fun when two tunnels clash, and there is a great battle.

    Collapsing tunnels. This will allow unwanted tunnels, even your enemies, to be collapsed. This allows for constant change in area and may cause confusion to others.

    Map of tunnels. There will be a record of your castle's tunnels in the main area before you head down the ladder to the tunnels. Be careful! The enemy has wanting eyes.

    Rock strength. For areas like the rocky outcrops, tunneling will be more difficult here, some areas will be easier, some dangerous.

    Poisonous Gases. Now tunneling has many dangers, believe me, but gases that can kill you are a bad one. When poisoned by a gas in the tunnel, you will see a greenish fog of where the poison is. You will take constant damage from the poison till you reach safety, and then you will take a normal count down from 4 poison damage.

    Hint. Setting poisonous traps and water filled caverns are great strategies for fending of unwanted foes!

    The use of a Gas mask will protect you from the gases.

    Strengthening the walls. Miners can bring down stone and clay found in the supply room to help increase your wall's strength. This helps slow enemy movement into that area, and can also show ways of importance.

    Note that the water will more likely hang around more if the area is packed with good stonemasonry.

    Crafting helps with this ability!

    Doors. In areas of stone reinforcement, you can make doors to help fend off enemies from vital areas or defend enemy hordes!
Castle Design:




Outer Walls: Castle Wars needs two sets of walls to help defend it's puny structure from things like siege. Siege has played a big role in the development of the Castle Wars castles, so there will be a need to defend them selves from the new siege.


Moats: Moats are used for stopping things like ladder men, or siege towers from getting to the walls. They are also help full in defending your castle, even if your walls are destroyed; your enemy needs to cross the moat.

Positives for moats: Defenders.

Helps stop the Siege Towers and Ladder Men.
Gives another layer of protection.
Can be used to put out fires.
Helps hurt enemy tunnelers.

Negatives for moats: Defenders.

Can't use wall traps such as boiling oil or rolling logs.
Can hurt ally tunnelers.
Limit movement.
Limit expanding area.


Towers: Now there is one tower in present Castle Wars, we need to fix this big time. Towers are used for a height advantage; this allows longer range and a better over view of the map. Jagex currently has one tower, this is okay to have one siege tower like they have, but we need more for archers and rangers.


Now with the new update to walls we need to add in, in my opinion, we need to add in 3-5 more towers.

Inner wall: Now the inner wall has one siege tower, we can add in to taller towers, one on each end of the inner wall, to increase defense. The wall will resemble its same square form, but the gate area (west for zammy) will have a walk path to get to the other side of the gate, we can remove the boxes and crates blocking that corner, and another access to the wall will be installed.


Inner Gate House: The inner wall's gate can be controlled from atop the wall next to it. It will retain it's normal self opening and closing methods, but will allow better flow of enemy soldiers and ally soldiers.

These gates can be reinforced with wood planks. This will help strengthen the gates from enemy troops or battering rams.


Outer Gate House: This will be just like the inner gate house, but can have a draw bridge added on. Both of these gates can be controlled by enemy troops.


Pitch: There will be a limited amount of pitch that players can pour on the ground like the barricades. Pitch can be caught on fire by fire mage spell or flaming arrows you can create from the outer tall towers. Pitch also will catch on fire if an enemy's fire wagon, is burning. This will destroy the wagon and the pitch, causing a mass amount of flames that the wagon or pitch could do by its self.


Wall upgrades: Walls can be fitted to provide protection from range and/or mage attacks.

Walls can be built stronger.

Walls can have barricades block off an entire section of it.


For the keep itself, Jagex should get rid of one of the entrances to the ground level. All the ladders will remain the same as they are.




Siege, one of our best medieval inventions! Hurling giant boulders towards are enemies, shooting a ballista bolt through some poor unsuspecting soul, or moving giant towers to take over the enemies walls! Siege is one of the best inventions ever made. Now as much as I want to, we can't just make Castle Wars focused on siege and siege equipment. But, Jagex, your game is medieval so let the siege commence!

-Siege machinery-

Catapult: A short ranged device used commonly on battle fields for closer up destruction of structures. Also used sometimes for throwing plague infested items (Bodies) over at the enemy.



Siege Tower: This tower was used to assault enemy walls with hordes of soldiers in the tower, or around, waiting for the gate to drop on the walls.

Ladders: Basically a mini Siege Tower. A soldier, or person puts the ladder up on the enemy's walls and soldiers can climb them. Easily destroyed compared to the Siege Tower.
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