Simple as that. Maybe not even all of them.
Wildllings guarding horse fields, Elementals near Shards, Bandits guarding gold mines, whatever.
Doesn't need to be every resource, and doesn't need to be high strength on every guarded node, but just an idea.
You could scale the guards by distance to starting empires, so nearby resources have no guards or weak guards, but resources out in the wilderness have a chance at more/stronger guards.
Good idea makes sense to me. Offers something to always do since you get extra places with creeps around them to have to tangle with. Another example
of "having to tame the world" before it can be settled upon.
Agreed, but I think every shard should be guarded. The fight to take the node was one of my favorite aspects of MoM.
Great idea! Maybe make this coincide with difficulty setting. Easiest game has no guards.... progressively more likely and tougher guards as game difficulty setting rises.
I like this.
Definitely yes on the shards, not sure on the normal resources though.
However the wild wargs would be cooler if they spawned like the darkling & merc camps.
I like this idea but with one large condition: it can't be the same monster every time. There has to be some small differences. One fire shard has ONE fire elemental. Another has just a fire imp. Another has three weaker fire elementals and another has an imp and an elemental. Otherwise, the guardians will feel way too.. "obviously placed by a designer".
Basically, love the idea of mobs living near things. Hate the idea of it being the same exact mob every time.
this
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