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    Posts made by Saruman

    • RE: Siege - Scaling Castle Walls with Grapples

      Siege Tower or ladder would be interesting, however I am completely against the idea of a grapple.
      A Knight wearing 55 pounds of armor climbing up a rope doesn’t sound very immersive to me.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • RE: Shields blocking without blocking

      @Kyle:

      It doesnt block melee weapons, but i guess that would be kinda unfair as slash would be mostly useless against shielded enemies.

      So i think its ok the way it is.

      They could just make it reduce the damage instead of not blocking melee at all.
      I think that would be fair, it’d be the equivalent of shattering someones arm because they weren’t prepared.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • RE: Clarity of the Killfeed.

      I agree, and I also think that the weapon icons in the kill list should be white, or another non-team color.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • RE: Two potential solutions to TeamKilling

      I agree mostly with the original post, the raining arrows sounds like a very unique punishment. There would have to be some safeguards though so that other players aren’t hurt.

      There should be some aggressive team-kill guards. Most of the time team-killing is accidental and also unavoidable in this kind of game.

      Idea number one needs some tweaks, I’ve already seen people who just like to injure their team to avoid being caught as easily. Rather than make point deduction happen at kills it should happen on damage based on the amount.

      I think two should be implemented as well as;
      3 - Auto Kick (temporary ban to prevent rejoining instantly) after X amount of team-kills, well above the normal threshold.
      4 - Mirror 10%-15% damage, it’s a truth that players care more about themselves than anyone else. If people take damage for simply hurting their team they might feel more incited to act with some restraint when jumping into a mob of men.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • RE: Idea: Team Objective - End Round LTS

      @Kyle:

      That or they die with honor as a team, but there will be always some archer or maa runner who just doesnt like being dead, lol.

      True but there always will be those kinds of players,
      they already exist in Team Objective as it is.

      Now to further my point, take that regicide mission (not sure what the map name is.) After the mission is over, if the king died wouldn’t it make sense to hunt down those knights still loyal to him? Or in reverse if the king survived, wouldn’t it make sense to retaliate and push the enemy out and attack their camp?

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • RE: Idea: Team Objective - End Round LTS

      @RushSecond:

      I join TO only servers because I want to play TO only. When a TO round ends, I find I have the most fun when another TO round starts immediately.

      Please don’t ruin TO by forcing me to do this silly loser-slaughter for no reason.

      To each their own, I however find standing still watching the scoreboard with enemies in front of me doing nothing pretty silly though. I join Team-Objective for just that the Objective as well. This would simply add some endgame combat in the form of Last-Team-Standing.

      The 3-4 minute timer was just a suggestion. Thirty seconds to a minute would work well too, I’m sure.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman
    • Idea: Team Objective - End Round LTS

      So here’s my idea. Once a game of Team Objective is finished transition into a 3-4 minute last team standing session. Where the losing team can not respawn, but the victorious team can and both teams retain their ability to retaliate.

      Also as a work around for a potential stall in gameplay. Players on the losing team (who can’t respawn) located in their protected spawns should either be teleported into the battlefield, or the barriers to their spawns removed.

      I believe this could up the immersion and ante.
      People may even feel more compelled to try and win just for the end game slaughter.

      If you like this idea, please leave a comment.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      S
      Saruman