Stealing Creation In-Game
~@Stealing Creation In-Game@~ <- If some mods change the title to that, I will kindly thank him/her for this stupid trouble. Â
Let me clear off the doubts. Stealing Creation is NOT a bad minigame, just that some features are being commonly used to gain an upperhand in the game. One bad feature is 1 iteming, that's not the spirit to steal creations if 1 iteming is popular. Changes to this are found on Post 2.
You can get the fact that once a team is weak, it will become weaker and a powerful team will wipe out the other team with no sweat. It is similar to the concept of the rich becomes richer and the poor becomes poorer. I will try to balance this up if I can find a good solution to this. *EDIT* Solution is in Post 3 and 4. runescape items
As an addition, I will also suggest some new features for consideration. Â
~Summary~
Posts 1 ~ 6: Changes (14 so far)
Posts 7 ~ 10: Reserved for more added...
Posts 11 ~ 19: Additions (7 so far)
Posts 20 ~ 24: Reserved for more added...
Posts 25: Ending Post
Newest Changes ~ Post 3 and 4 (Fog Banks and Altars changes)
Newest Additions ~ Post 19 (Scry Portal Option)
Since the game is quite popular, (runescape item)I further suggest to add another themed world for this game. I too liked this game besides all the other minigames I've played, so I would really like to see these changes take place for some Stealing Creation WAR!
Please take your time to read.
1) Lengthen game time of 20 mins to 25 mins.
Reason: I feel that 20 mins isn't sufficient from all that gathering clay gathering-processing-attacking process. Unlike Castlewars, which begins by invading bases immediately.
2) Protects 2 items (3 with Protect Item) as per normal at the start. Protects no item (except 1 with Protect Item) with each deaths after the 6th death. Protects no items (except 1 RANDOMLY with Protect Item) with each deaths after the 11th death. Note that once an item is randomly protected 1 time, it cannot be protected anymore after another death.
Reason: During the early games, losing all items is a pain and a player that died will have to start all over from gathering class 1 clay and build up which can take another 2 mins of the game time. Able to protect 2 to 3 items during this period is reasonable since people can die alot of times in this minigame. After the 6th death, it will be similar to what we have currently. After the 11th death, 1 item will be randomly kept which is will be a new face introduced only to this minigame. Since a randomly protected item cannot be randomly protected twice, those 1 itemers can think twice before rushing for death again. Speaking of 1 itemers, won't you want to see them gone for good?runescape items No point of playing if everyone 1 items and rush for highest kills.
Alternative Solution: Unable to protect the same item for more than 3 times.
3) Add a Kill-Death count bar on top of the screen during game. As such, the kill counts shown in the chat-box may be removed. The bar will be green at the start of the game, once a player died 5 times, the bar will turn yellow to warn the player that he/she will lose 0 to 1 items after the next death, and once he/she died 10 times, the bar will turn red to warn rgar he/she will lose 0 or 1 random item after the next death.
Reason: In conjunction with No. 2, it serves as a warning for those who are unaware of the situation.runescape items on sale.
E-mail: rsgamepay@yahoo.com

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