0 negative votes
|Title||Run energy for agility|
Hey, thought I’d throw an idea in on a heated/already “decided” topic.
Three strong points to consider are as follows:
- Throwing out the rest of the game.
Run energy is weaved into many aspects of the game and some of the games best mechanics are paired and are relying on run energy for calculated, efficient and balanced long time game play and grinding.
Taking out the run energy will impact:
- questing mechanics
- herblore support
- agility training
- hunter training
- banking/gathering skills
Just to name a few.. In a negative way that will throw the game out of proportions on a massive scale. As we begin to gain more and more of the missing content that heavily is built on this defining mechanic, called run energy.
(Anything beyond this will begin to have a negative rippling impact on other game content from the original game. 👍🏼)
- Impacting authenticity/originality.
Taking out run energy completely, will change the game too much and will take away from the hard work already put in to keep the game authentic as possible. Resulting in to many consequences, and will result in having to reinvent the wheel to balance out all the other aspects impacted as a result. Which is going to be very tricky and time consuming.
Keep current sprint running (which would be equivalent to walking in osrs).
Add run energy, that adds between a 0.5- 2% speed boost (run). Trail what is a good speed for balanced game play. Keep the run energy as a mechanic. Leveling agility increases your total run energy your able to store; generates over time. Brings use for energy potions in the game.
Would this solution be suitable (to make the game as close to osrs as possible) balanced suggestion?
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