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Manually Collapsing Underealm Openings?

SS addressed the size of the Underealm in the latest Q&A (managed to catch it live, today!), which got me to read the wiki about the Underealm, again.

There will be openings and "choke points" that can move and become available/unavailable. Caravans will be able to chose a path to take, so it makes sense that Caravan attackers could try to predict the path, and cut off the protectors at one such choke point.

Should it be possible to manually collapse/cause the Underealm entrances to become unavailable? Could be handy in ambushing a caravan - as well as having the potential to make your Node(s) more-secure.



Comments

  • LudulluLudullu Member, Alpha Two
    I could maybe see this working, but only if it requires a truly huge scale operation by a ton of people, with maybe even the closest node involved. Otherwise this could be abused to all hell, and not even in relation to caravans.

    Maybe if it was a "this hole closed, but now this one opened up instead" kind of deal and caravanners would need to change their route on the fly - then yeah, this might be interesting and would put more variety into caravans. Though this reeks of even more attacker benefits, which would probably result in a shitty overall design, cause at least right now I'm still not sure how exactly do attackers suffer any real losses if they lose their attack on the caravan, while they have literally everything to win.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two

    Should it be possible to manually collapse/cause the Underealm entrances to become unavailable? Could be handy in ambushing a caravan - as well as having the potential to make your Node(s) more-secure.




    Hope there is one way or another.. from outright closing, to owned gates that require considerable time to breakdown with alerts and other means
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Some openings and closings may be predictable. For example, when spring changes to summer and rivers (& lakes, possibly) recede in level, that will probably open up under realm accesses. So, the opposite should happen at the start of spring, and other seasons may have similar impacts (such as mountain passes closed at the onset of winter).

    How is this relevant? If you pay attention to the seasons and know when a choke point will close, you may be able to catch caravans whose road is now suddenly blocked. While you did not close it manually, you outsmarted the opponent to the same effect.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I would like to see things like the mayor about to lift and lower draw bridges across rivers within a node. An announcement for the like.
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Only if we Tulnar can manually blow up your stinky cities.
  • TyranthraxusTyranthraxus Member, Alpha Two
    tautau wrote: »
    Some openings and closings may be predictable. For example, when spring changes to summer and rivers (& lakes, possibly) recede in level, that will probably open up under realm accesses. So, the opposite should happen at the start of spring, and other seasons may have similar impacts (such as mountain passes closed at the onset of winter).

    Seasonal changes seem more along the lines of what we can expect to be inherent to the opening/closing mechanics. Wouldn't mind some way to manually effect these, though.
    akabear wrote: »
    I would like to see things like the mayor about to lift and lower draw bridges across rivers within a node. An announcement for the like.

    A series of access points that can be disabled/enabled to slow the progress of others might be feasible - and fun. If mayors & militia were able to run around either the city-gates, or retractable bridges in their Node's countryside and open/close them to purposefully redirect traffic or slow advancement/crossing by players, then a well-run and well thought-out arrangement by a wise mayor/militia could stand to beef up security - as well as punish enemy/disobedient Nodes by impeding their viable Caravan paths.



  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited April 2023
    tautau wrote: »
    Some openings and closings may be predictable. For example, when spring changes to summer and rivers (& lakes, possibly) recede in level, that will probably open up under realm accesses. So, the opposite should happen at the start of spring, and other seasons may have similar impacts (such as mountain passes closed at the onset of winter).

    Seasonal changes seem more along the lines of what we can expect to be inherent to the opening/closing mechanics. Wouldn't mind some way to manually effect these, though.
    akabear wrote: »
    I would like to see things like the mayor about to lift and lower draw bridges across rivers within a node. An announcement for the like.

    A series of access points that can be disabled/enabled to slow the progress of others might be feasible - and fun. If mayors & militia were able to run around either the city-gates, or retractable bridges in their Node's countryside and open/close them to purposefully redirect traffic or slow advancement/crossing by players, then a well-run and well thought-out arrangement by a wise mayor/militia could stand to beef up security - as well as punish enemy/disobedient Nodes by impeding their viable Caravan paths.




    It might open more strategic pvp around choke points and staged caravan runs. Rather than just random anywhere
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