by YetiChow » Sun Jul 08, 2012 11:46 am
Another option is to give Knights and Punchwood a modified version of the flee skill from the rogue at (used on every hit and at any health level, and make them learn it at level 2 if possible), and change their explore pct to 0 (perhaps a better idea would be to create a new kind of knight and punchwood with no requirements for this duty, so the regular ones still exist and can do their very important jobs). Why would this help? well, we know that heroes can have skills, and these two particular heroes will come to the aid of Townies in duress provided that they were idling when the townie got into trouble. The idea is that they sit around all day in a balcony near the dungeon entrance, and when the shout goes up they rush in, perform a suitably swashbuckling feat of derring-do which stuns the monsters for long enough that the townies can fight their way out, go straight back to town and are ready to do it all again almost immediately.
It doesn't totally fix the problem, however it should work as a band-aid solution until the Devs can sort out something better. Best case they should knock out any monsters stopping your townies from getting back to safety, worst case you at least have a knight who can get themself out of a sticky situation if they end up getting boxed in (which is the only real situation where Knights get pwned unless they're taking on really OP enemies).
What's that you're eating? A nice, juicy apple? You weren't supposed to eat that you fool, you were supposed to make it into a pie! - last words recorded words of Francis D'Avre before he went looking for snowcherries, but found a hungry Yeti instead.