Suggestion - Crafting Stations in Keeps

Agrippa_Invisus
Agrippa_Invisus
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I've been thinking about this -- if they plan on changing/nerfing Forward Camps (please, do so), then there HAS to be a good reason for scouts/defenders to remain staffed in those keeps, otherwise someone's going to be bored a lot.

And games shouldn't be boring. Then I remembered the carrot that DAoC used to offer -- the best crafting stations/vendors were in the outer edge keeps (Benowyc, Crauchon, Bledmeer -- If I remember the names right). Why not do the same thing in Cyrodiil?

Put crafting stations into the keeps that level based off the resources outside to allow for multi trait sets (without running around Tamriel). Have various keeps allow for different set bonuses (with a faction owning its home keeps being able to craft most -- but not all -- of the craftable sets). Make the 8 piece sets available to craft in captured enemy keeps.

Let the crafting stations (and the higher trait value sets allowable) level up with the appropriate resources. Level 1 mines grant a smithy station, level 2 mines give you up to 2 trait sets, and so on. Give perhaps a minor bonus that would lure people out of Tamriel to Cyrodiil to craft at a level 5 keep -- such as fewer mats required to craft a piece, or even a reduction in the number of upgrade mats necessary to take an item up a level of quality. This bonus can vary from keep to keep.

Crafting stations granted at level 1 --

Mines - Smithing Station, Enchanting Table
Lumbermill - Woodworking Table, Alchemy Station
Farm - Cooking Station, Clothing Station

Add a new vendor in each keep, opposite wall from the Siege merchant, that sells the various generic supplies for each of the crafting skills. The stations themselves should be in the courtyard somewhere, nestled close to the inner keeps (but should not interfere, if possible, with places to drop siege equipment).

EDIT: Also, too, please upgrade the resource nodes in Cyrodiil to constantly keep pace with whatever the top tier resource is and make them very, very numerous. Reward gatherers for putting themselves in danger.

Except for Blackwater, that should have the level 40-50 nodes.
Edited by Agrippa_Invisus on August 8, 2014 3:12PM
Agrippa Invisus / Indominus / Inprimis / Inviolatus
DragonKnight / Templar / Warden / Sorcerer - Vagabond
Once a General, now a Citizen
Former Emperor of Bloodthorn and Vivec
For Sweetrolls! FOR FIMIAN!
  • LonePirate
    LonePirate
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    I like this idea. I might recommend moving the provisioning fire to the lumbermill and adding an alchemy table to the farm.

    I would also like these stations to offer the ability to craft unique PVP gear sets, much like the unique crafting stations in the PVE zones.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Alchemy, that was the station I was forgetting! Added it to LM -- because balance.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Durham
    Durham
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    How about provisioning/ alchemy traveling merchants ...That you can select to defend for gold and APs.. After they finished you can lute all the crates with 5x the nomal amount of items... :)
    PVP DEADWAIT
    PVP The Unguildables
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