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Old 07-07-2008, 11:43 PM
kandymann3 kandymann3 is offline
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Leadership guide, to having a great PC team!

Table of contents
1.Recruit
2.Know the BattleField
3.The point system
4.Leading
5.Strategy
6.You decide


1.Recruit!!
How are you going to be able to command anyone if you can't get people to join? How will you command them hen you can't talk to them? Tell them to join you clan chat. We know that working as a team means we can win. So get them to join your clan chat so you can go ahead and command them there. Say things like, "Be a team join my CC!!" or "Everyone lets work together, join my Chat!" Getting at least 3 people from the boat to join your CC is good enough. That few people can tip the balance of the game.


2.Know the Battlefield
Yea, yea, we most likely know what pest control looks like. We know that there are 4 towers. 3 gates. And four portals on the outskirts of it. We also know that we got to protect a knight. But did you know that there are 8 danger zones right outside the protected gates? Did you know that taking the high ground and mageing/ranging from them doesn't work as good as up close and personal? Did you know that standing behind the barricades don't do a lot if your going to be unprotected? Well, I'll run you thruough my broken down sections of PC.

Danger zones




Well, like I said there are 8 main danger zones.
The two on both the east and the west, are where most of the monsters if the gate is breached will line up to meet their maker or the knight.
And the 4 on the corner of the towers on both the east and west are were the torchers and defilers will go to, to get a clear shot on the knight.
Now the most important of all the danger zones, the 2 southern ones. They are the most important because 2 portals are feeding that gate with torchers, defilers, ravagers

Gates
There are 3 main gates. The most dangerous gate, one that you will need to protect more is the south gate, these are fed reinforcements by 2 portals so it is the "blade of the spear" as they say. There are 2 others the 2 east and west gates. Which are fed reinforcements by it's corresponding portal.

Towers
There are a total of four towers, there's one on each side of the gates. They are a high vantage point. So, having a couple of spotters up there, or putting yourself there would be a good idea to get the battlefield down. This is not, I repeat not a good place for low level, non ancientrangers/magers. The onlygood thing to do here is put up ancients because they can pretty much thin out the monsters on gates.
Or rangers with chins can be put up there too.

The Knight
The most important part, the center of the island. And it holds what your protecting! This will be your "command post' of sorts. Here you will know and learn to assess the battlefield, to know where to send your guys to.

The Alamo Line
This is my invisible line that I set up where, if there are any monsters past this place. I know I'm in trouble.
Because monsters near here can take a crack at the Knight. It is such an important thing that they do not get past this.

3.The point System
No this is not the commendation points system. It is a system I worked out so it I can assess which gate is the next target of my guys. It is easy, mental math is all you need. It will help you out so much. Each gate here will be given certain amount of points, and the highest pointed gate is the most direct threat to you, the Knight, and well your winning.

-----Pic--------
Spikes: 2 Points
For every spike that you see coming towards the Knight from each gate, give that gate 2 points. So say, there were 2 spikes coming from the south gate, that gate would now have 4 points.

---pic-------
Defilers:4 Points
This is a major threat to the Knight. Most of the hits that the knight will take is from this monster and the Torchers.

--pic--
Torchers:3 Points
Another Major threat. Given less points as they lack a little power, and hp but make up for it in numbers.

--pic--
Ravager:5 Points
A threat to the barricades and the door. He will run right through the gate if he comes near it. High priority target.

Ancient magers:-5 Points
An Ancient cast speller can handle many monsters by himself. So for every ancient spell caster guarding a gate subtract 5 points from that gates total.

Melee/Range/Mage(Hitting 7-14 in damage):-3 Points
Subtract 3 for each person that hits between 7 and 14 in a gate.
They can hold the monsters long enough that you can focus on another one.

Melee/Range/Mage(Hitting 14-20 in damage): -4 Points
Subtract 4 for each person that hits between 14-20 in that gate.
They can basically keep it clear, so you can worry as little as you can.

Melee/Range/Mage(Hitting 20+ in damage): -5 Points
They by themselves cna't clear everything up but can be pretty good to keep a gate clear longer than any of the others which means, you can basically almost leave that gate alone.

Open Gate:5 Points
An open gate can be a very bad thing because the Defilers and Torchers can come in and have a wide open shot at your Knight.


4.Leading
Time for your leadership skills to come in handy. While in the oat tell them that you need 3 people in south gate, and 2 people to be with the knight. The 2 with the Knight could be your eyes and ears. Ask them where the spikes are coming from so that you know where to send the others to. And any ancients on your team must focus on the portals. Or if there are more than 2, tell one to stay at one of the towers to keep 2 of the gates clear.

5.Strategy
Your strategy is: Clear, Sweep and win. Your main goal is to keep the gates clear. Then do a sweep on all the gates find another gate to clear. Do this over and over again. You ask why? Well, not everyone will be with you, the rest of the people like everyone else goes to the portals. So the thing you need to worry about the most is protecting the Knight.

6.You decide
Asses the team that is following you. Each person is different each team is different. Each one has it's own weaknesses and strength's so move them around for a winning team!

Most ancients for example, can be counted on. So they will be used as a counterattack/defensive squad. In times that there are so many monsters they will be used as a means of mowing the enemy down. And they are more of a portal killing element, thus a counterattack one man squad.

Meleers/Magers/Rangers are all used for clearing the platform, and the gates.
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