Introducing:Clan Citadels v1.1

Moderators: Citadel Overseer, Media, Liaison Team

TrixStar
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Re: Introducing:Clan Citadels v1.1

Post by TrixStar » Sun Jul 03, 2011 4:02 am

I don't see why anyone wouldn't be given access to help build and collect materials. It's not like anything there is going to be stored that can be taken, or even taken away from the citadel.

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Starwolf
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Re: Introducing:Clan Citadels v1.1

Post by Starwolf » Sun Jul 03, 2011 6:28 am

If we weren't allowed to help, then the citadel would be pointless. It's for the whole clan to help, but then again, we don't know what all can be done there.
[img]http://sigs.runeslayer.com/MzSxNrHOtTYy ... arwolf.png[/img][sig]2012-02_Farming_2nd-Starwolf.gif[/sig]

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Dr Brad
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Re: Introducing:Clan Citadels v1.1

Post by Dr Brad » Sun Jul 03, 2011 6:23 pm

As we learn more about Clan Citadels, Admin welcome discussion.
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morituri te salutant

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Fluff
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Re: Introducing:Clan Citadels v1.1

Post by Fluff » Mon Jul 04, 2011 5:12 pm

Just don't put me on cooking duty!
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xMike
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Re: Introducing:Clan Citadels v1.1

Post by xMike » Mon Jul 04, 2011 7:41 pm

I'm excited for this. I hope the customization is limitless like they say though. I don't want it to end up where there's a default finish that every clan will end up with.

Diplomatt
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Re: Introducing:Clan Citadels v1.1

Post by Diplomatt » Mon Jul 04, 2011 7:51 pm

Slay wrote:Just don't put me on cooking duty!

*Hands a mop and bucket*

curanir
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Re: Introducing:Clan Citadels v1.1

Post by curanir » Mon Jul 04, 2011 9:34 pm

I'm really looking forward to it. Looks like something really different, so I have high expectations. Although, I do hope that they clear up all the rocks on runescape that fell.
I would also like to champion a "no kids" sign at the entrance :)

TrixStar
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Re: Introducing:Clan Citadels v1.1

Post by TrixStar » Wed Jul 06, 2011 5:30 pm

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concept art
Last edited by TrixStar on Thu Jul 07, 2011 7:14 am, edited 1 time in total.

Supra
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Re: Introducing:Clan Citadels v1.1

Post by Supra » Thu Jul 07, 2011 7:00 am

TrixStar wrote:
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concept art
Hey Trix nice image ya got posted there.
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TrixStar
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Re: Introducing:Clan Citadels v1.1

Post by TrixStar » Thu Jul 07, 2011 7:22 am

Supra wrote:
TrixStar wrote:
Image
concept art
Hey Trix nice image ya got posted there.
:roll:


pi_stoff
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Re: Introducing:Clan Citadels v1.1

Post by pi_stoff » Thu Jul 07, 2011 6:24 pm

Lots of controversy just getting the vexilum motto done, still null months later, glad its a safe area for when the fistycuffs come out setting this up.

Lady in Ice
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Re: Introducing:Clan Citadels v1.1

Post by Lady in Ice » Fri Jul 08, 2011 3:48 am

Keeping up the citadel sounds really like a hard job. Every week at least 50 members should skill there for at least 20 minutes to keep it at highest tier.
Very interesting reading, thanks BFOA

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Kaye
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Re: Introducing:Clan Citadels v1.1

Post by Kaye » Fri Jul 08, 2011 5:50 am

I hope this update is as cool as it sounds, would hate to be disappointed again.

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Re: Introducing:Clan Citadels v1.1

Post by Dave » Fri Jul 08, 2011 6:40 am

Sounds better than I thought they'd be, also the portal there looks really good. I wish it offered the same options for small clans as for larger clans, but I suppose there has to be a difference to show size of clans as well.

The clan rings idea also sounds good, even if its just for a short amount of time if I can charge them skilling in a way I enjoy and unload them on skills I enjoy less it'd be great.
Currently playing: Civilization V, Hearthstone, Dwarf Fortress II, Golf (IRL).

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