In lights of the recent gap closer crisis, (see here
here)
I think it's a good time to propose the idea of a mechanic to infiltrate keeps because let's face it: the sieging in Cyrodiil eventually gets boring and repetitive!
Below, I keep mentionning a grappling hook, but as other have mention it could be a rope, a ladder, a siege tower, etc.
Why?
Introducing a Grappling hook mechanics in this game would bring a lot more excitement to sieging.
A challenge that would quickly arise is to keep a certain balance in the game.
Most importantly, infiltrating a keep should be hard enough to still motivate groups to bring down walls/doors and give a chance to defenders to react.
It would be important for the defenders to guard the grappling locations as much as defending the wall/door being taken down.
How could it work?
The Grappling Hook could be an item bought with AP that has a one time use.
The hook would only be good for 1 person use.
Where could we use the grappling hooks?
The keeps could have specific areas where player could grapple to.
Limiting the areas where one can grapple would help defending agains't invaders:
Keeps could have 2 to 4 areas where the grappling hook could be use.
Outposts could have 1 to 2 areas.
Towers could have 1 area.
Limit the use of grappling hooks to only when the castle are tagged
This would avoid large group hiding inside keeps when the keep is not even being sieged.
How to counter cloakers
After using a grappling hooks, playing cannot cloak for X seconds (Just as if you have been detected by a Magelight)
Make it so you cannot be in cloak when you are near that location (from oustide the keep)
NPC
NPC should be added at the grappling location both inside and outside the keep.
Let me know what you guys think!
I personally feel, it would bring so much more to the sieging experience in Cyrodiil.
Edited by sluice on July 6, 2016 2:57PM PSN: sluiceqc (NA-PS4) CP: 551+
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