Hmm, this cross of PvE and PvP should lead to some very varied tactics. I'd be like to know what happens to either side if they wipe/respawn during a battle i.e. is the battle over or can they continue, is there dp? And how are the outposts taken in the first place, is it just a mad rush to be the first to challenge or will there be a few weeks of challenges and whoever reaches the highest level gets it? Also, I take it we can't heal our guards, but will they take splash damage from area of effect attacks on the opposition?
It may get a bit hectic if you capture one, then every 24 hours you've got to fight to defend it. Some people might just say "sod it", others might start a new game like "outpost griefing" where they try and take as many so they've got a fight every night. Maybe the max level thing will help prevent this, but I'd prefer a safe period of a couple of days at least, plus the slower level decay that was previously mentioned.
If you own an outpost you will get some mysterious bonus so you've got something to lose (plus the kudos of owning one, the work put in winning it, the dapper spent on guards). If you're attacking you have nothing to lose so why not go nuts?
IMHO with attacking you should stand to lose something as well - maybe you have to pay the guards medical bills for how many you kill (ok life insurance payouts
) if you lose. Maybe you have to pay for a declaration of war permit, or do missions to gain points and the favour of the local ruling body.
It's not mentioned but I hope there is some way crafters/harvesters can make themselves useful to outposts - upgrading it so it has a defensive bonus, making guard equipment. Of course, the danger is of a guild making an outpost impossible to conquer, so maybe the attacking side should have similar powers - seige weaponry? Perhaps the dapper that harvesters bring in to pay for new guards will be enough - are we going to see prices on mats going lower and lower as the market changes?
If I understand the turn-based thing correctly it means the attacker can choose their 2h spot and then the defender theirs at some other time (but within 24 hours?) This is a good thing at least and means that two guilds could even fight for the outpost without meeting. Before this I thought it would be a straight fight, last team standing. This also allows two non-PvP guilds to fight for the same outpost with a non-interference pact (backed up by the local heavies).
Greater numbers in an attacking or defending group is always going to help. Even if outposts were won by most mission points gained/mats dug/yubos killed in a time period, most forms of competition then more will generally be better. Smaller groups might get bullied but perhaps the community will do something about that. Alliances will be formed, maybe even 'taxes' paid to powerful groups for their support. Time will tell if it's better to sink your dappers into buying more NPCs or hiring your friendly mercenary group
Lots to think about anyway and last but not least, I doubt outposts will be the be all and end all of Ryzom. Seems like there's plenty of other stuff to come if they don't turn out to be your thing.