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New objective upgrade proposal for towers and garrisons: detection pulse


Blackfish.7349

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A detection pulse that pulses one time inside all the structure and reveals all hidden players, even those ones invisible. Like warclaw's sniff, but more powerful. With a cooldown similar to other tactics. This way we would reduce the time needed to catch stealthed ppl and they would also have to play with the cooldown reset, not like now, that they can stay all time they want inside. It would make it more realistic and will also help the hidden ones, as they are often waiting for so many time to get the attention of one commander to come. With the upgrade the commander would know that the thief has a limited time left inside the structure.

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4 hours ago, Morden Kain.3489 said:

I can see people using that pulse to show what is attacking the keep (as towers already have the function with the watch tower).  Which tactic tier would you have it available to slot? 

As you said, towers have the watchtower, but keeps, which are more important objectives, don't have any kind of detection system. Keeps are bigger and have a lot more places to hide, specially in the desert map. It is impossible to catch a good hidden thief in a desert map keep, too many places to hide. Losing a t3 keep because you get tired of trying to catch a thief is very frustating. As keeps are more valuable and don't have the watchtower improvement, I would implement the detection pulse tactic on keeps. It would be different from a watchtower as, being an activable tactic with cooldown, it would not be permanent. It would just emit a pulse to detect and reveal everyone, hidden and not hidden enemies. Like the rest of tactics, it must have a long cooldown to prevent ppl abusing it, 15/20min should be ok. And regarding the tier, looking at the rest of keep tier tactics, I would put it at tier 2 with the banners. Banners are quite useless when you are defending a keep against a small group of ppl during off peak hours. The common attacking procedure of small roaming groups is to open at least the first wall to try to sneak a thief and then repeat process for the second wall. On the third attempt they go directly to lord. Detection pulse tactic may offer a useful tier 2 tactic for those situations. It will not erase banners from use, as they would remain the best option for defending keeps in populated maps.

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25 minutes ago, Blackfish.7349 said:

As you said, towers have the watchtower, but keeps, which are more important objectives, don't have any kind of detection system. Keeps are bigger and have a lot more places to hide, specially in the desert map. It is impossible to catch a good hidden thief in a desert map keep, too many places to hide. Losing a t3 keep because you get tired of trying to catch a thief is very frustating. As keeps are more valuable and don't have the watchtower improvement, I would implement the detection pulse tactic on keeps. It would be different from a watchtower as, being an activable tactic with cooldown, it would not be permanent. It would just emit a pulse to detect and reveal everyone, hidden and not hidden enemies. Like the rest of tactics, it must have a long cooldown to prevent ppl abusing it, 15/20min should be ok. And regarding the tier, looking at the rest of keep tier tactics, I would put it at tier 2 with the banners. Banners are quite useless when you are defending a keep against a small group of ppl during off peak hours. The common attacking procedure of small roaming groups is to open at least the first wall to try to sneak a thief and then repeat process for the second wall. On the third attempt they go directly to lord. Detection pulse tactic may offer a useful tier 2 tactic for those situations. It will not erase banners from use, as they would remain the best option for defending keeps in populated maps.

A couple of minutes of revealing everything after a keep take like a lot of people have suggested before would be fine. After that, you're dealing with bigger problems in this game mode than someone slipping in after a wall goes down in off peak hours. That would also make it harder to take your own keep back if either other side wants to farm your people for awhile.

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