Topic

Suggestion for un-defended/failed rook attacks

This suggestion has nothing to do with making Rook Attacks stronger, rather it is an idea for what can be done when Glitchen fail or do not defend a Street from a Rook Attack. It's not entirely original being based on something that has already been done by TS; Rook's Woods.

My suggestion is to turn the street the players did not/failed to defend black and white, like Rook's Woods and Hell, have the Magic Rock replaced by a Rook, and have a Rook's Egg sitting atop the street's shrine, disrupting the imagination of the giants. Every thirty seconds a Rook Attack happens in the street, hitting the Mood and Energy of any Glitchen on the street. In order to restore the street to it's normal, imagined state, Glitchen have to destroy the Rook's Egg disrupting the imagination of the Giants. To do that the Glitchen have to stun the Rook, Prime the Shrine to disrupt the Rook's Egg's defenses, and then use an Axe, Hoe, or Pick to break the Rook's Egg.

— Mal'akhPrimate of LemPrimus Inter Pares of the Orthodox Church of the Giants of UrHubby of ArannaShriner of Mullangi Meda

Posted 13 months ago by Mal'akh Subscriber! | Permalink

Replies

  • +1! Great idea :)
    Posted 13 months ago by MG Botia Subscriber! | Permalink
  • +1
    Posted 13 months ago by BlackWolf Subscriber! | Permalink
  • nice idea. 
    Posted 13 months ago by Jynx101 Subscriber! | Permalink
  • sounds good to me ;)
    Posted 13 months ago by serenitycat Subscriber! | Permalink
  • Yeah - that seems like a fun idea indeedy!
    Posted 13 months ago by Kimbot Subscriber! | Permalink
  • +1 definitely sounds like a good idea to me!!
    Posted 13 months ago by BumbleBeez Subscriber! | Permalink
  • I like this!
    Posted 13 months ago by MsKelseyClaire Subscriber! | Permalink
  • I'm wondering if the Rook attacks need to be bumped up in difficulty as well.  When they were coming regularly, the Rook was dispatched within a couple of minutes, which speaks very well for the defenders, but it's not much of a challenge.  Something like this idea sounds great, but there would be no point to it if the Rook is dead in 90 seconds.
    Posted 13 months ago by Addlepated Subscriber! | Permalink
  • This sounds neat. I take it there aren't any consequences for a failure as is? It'd be cooler if there were, for sure.

    Also, kind of off-topic, but I never got that Rook's Woods quest, and I'm level 25. Is there another way to unlock it?
    Posted 13 months ago by Kestin Subscriber! | Permalink
  • Kestin- it's been disabled until they tweak it. I didn't get to do it either.

    And YES. Awesome solution! That would be awesomely creepy. Really would love the rook to have more world impact!
    Posted 13 months ago by SpookyJester Subscriber! | Permalink
  • I am leaving the discussion on making Rook Attacks more difficult in this thread. I want to focus on the aspect that has come up often; Rooks leaving an imprint on Ur. During the time when The Rook attacked every 2 hours or so we had a hole in our defense; 0800-1200 GMT. We had few defenders online during those times for one reason or another, which opens up the possibility of Rook Attacks getting through.

    So I slept on the problem several times until I came up with this idea while editing the formatting of The Rook entry on the Glitch Strategy Wiki.

    It's going to be different this time since we have to whack the egg while someone is priming the shrine instead of donating. No resources will be expended, at least until after The Rook is defeated, but we will get damaged quite a bit and will probably have to stun The Rook more than once.

    I'm actually hoping people like the idea since the basic components for it already exist.

    — Mal'akhPrimate of LemPrimus Inter Pares of the Orthodox Church of the Giants of UrHubby of ArannaShriner of Mullangi Meda
    Posted 13 months ago by Mal'akh Subscriber! | Permalink
  • i am not certain what i think about HOW it should be done, but i wish to agree that there should be SOME consequence for failed defense against attack. not just for the defenders, but for the community.

    the way it stands now there's no real benefit to defending and it's a lot like going to see the sea lion show at the aquarium. it happens on schedule and it's the same every time.

    i go just on the principle, but i feel if we're going to expend resources to defend against something, we ought to make some kind of headway when we succeed and some sort of consequence if we fail.

    do we lose streets we fail to defend until they can be built again? if we defend a street well, do we get new streets?

    can there please be SOMETHING at stake?
    Posted 13 months ago by flask Subscriber! | Permalink
  • +tons what flask said!

    Cool idea, Mal'akh :)
    Posted 13 months ago by Millie Subscriber! | Permalink
  • My apologies - I did not see the other thread!
    Posted 13 months ago by Addlepated Subscriber! | Permalink
  • I love this idea and would be very interested to see it implemented!

    Also, very bummed that I missed out on the Rook's Woods quest, because it sounded awesome -- is there any talk of bringing it back into the game?
    Posted 12 months ago by Ashbet Subscriber! | Permalink
  • great!
    Posted 12 months ago by Kristabel Subscriber! | Permalink
  • A creative twist. It's certainly true that rook attacks are formally identical and don't seem to hold the threat of serious, lasting impact. This would add some more drama.
    Posted 12 months ago by Pascale Subscriber! | Permalink