Suggested TC improvements

Rhotan

New member
Nov 19, 2023
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TC is underwhelming to say the least. After some thought, I wanted to throw out a few suggestions for improving the game for the community to sound off on.​
  • TC Stables- TC Stables need a third tab added which would allow the tamers to deposit mounts and pets that anyone with permissions can access that would allow them to add/remove mounts from regardless of who tamed them. Think of it as a car lot without the salesperson. It would add value to the stables, remove the requirement of two people (or accounts) from being needed to trade mounts if someone's mount gets killed.
  • TC Smithy- Add storage to the smithy for materials. As it is now, even though it is nice to have for neighbors or passersby to have if they need gear, it would be nice to have it as material storage as well that you can access from the workbenches.
  • Chancery- I feel the chanceries should be redone to allow one per region. Two wilderness regions, Khurite, Nordveld, and Tindremic for a total of 5 permissible chancery. Each one would control the structures in it's zone and permit each zone to have a 'capitol' city. It would allow for separate guild banks and points to run supplies to.... which brings us to the next topic
  • Supply storehouses- These should be converted so that they are actual storehouses and control the overall supply points to the region that they are in. For an example, a supply storehouse in the Tindremic region would give 1000 supply capacity. Any shops used in the Tindremic region pulls from the supplies in that region. This based on the 5 regions previously mentioned. So you have to run supply to whatever chancery that needs it. The supplies themselves lead to the next suggestion...
  • Supplies- Why am I going to pick up crates, only to take them to town for an npc to use the territory crowbar to open it, just to run it back again? Cut half of the trip out and put the crates origin at the town itself. Just pick it up at the guild supply vendor and run it to the chancery.
  • Siege- While the mechanics are pretty decent, the viability is lacking. Create workstations for strongholds and keeps that can be purchased at capitol cities and placed down inside the structure themselves. This turns a stronghold into a viable defensive point to counter sieges. As it is presently, you have to put a tent outside to get ammunition for siege weapons. Last experience I had, the enemy did not hold fire for you to pick up ammo to reload the siege engine on top of the stronghold.
  • Walls and palisades- I understand the grief caused by walls in MO1. Strongholds would benefit from walls though. Ramparts, walkways, ladders, boiling oil pots to dump on people who are using a battering ram on the outer gate (wall) and then an inner gate was really entertaining in DAoC (Dark Age of Camelot). The ability to climb walls was pretty epic as well for rogue classes. Palisades for creating chokepoints and creating defensive positions would be nice as well. Speaking of wells...
  • There should be wells as a TC structure so that a water source can be available for towns and such. Tier it, 10k water per tier, self-replenishing or a reservoir to import water to.
  • Implement a whitelist/blacklist to allow guilds to be included outside of alliance or excluded from who may or may not use the TC structures. This would also apply to who the guild guards would and would not attack. Apply the same storage containers...
Well, here are my thoughts on TC improvements. I welcome constructive feedback/suggestions. If you agree, show Ol' Rho some love!
 
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Rhotan

New member
Nov 19, 2023
7
3
3
Well, @Henrick... I guess your game is dying out. Here is an additional thought...

Add a smelter/salvage bench to salvage all those trinkets on the marketplace for the materials. Metal and gems, a little incentive... not to mention armors and weapons.
 
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