philu wrote:So we get no NPC guards (as originally promised).
We get NPC guards, they come in squads and the squad per wave can be controlled by the defenders.
These NPC's *can* cost dappers, if you want them boosted up.
The NPC's will spawn when there is a GvG war going on over an outpost.
I find this a much more interesting method then the scenario that would be like:
Guards always on. More dappers/effort is more guards. An outpost is hard to reach because of the massive amount of NPC dudes and dudettes walking in/on/around it. To be able to have a use and a reason for these little guys, open PvP is a thing that comes to mind, so any guild that is opposing you /at war with you / has fame too different from yours can charge your ourpost only to be slaughtered by the swarm...
Look at it from the bright side, where you have 5 groups.
1: Your guild
2: Their guild
3: the NPC squads
4: your allies
5: their allies
6: Neutrals
Now assuming I get it right:
If you are attacking in phase 1, you will have to fight their squads.
You can heal: Your guild and your allies
You can kill: Their squads, their guild, their allies.
If you are defending in phase 1, you will have to keep your squads alive by killing their guild and their allies.
You can heal: Your guild and your allies.
You can kill: Their guild and their allies.
If you are attacking in phase 2, you will have to keep your squads alive and fight their guild and their allies.
You can heal: Your guild and your allies
You can kill: Their guild, their allies.
If you are defending in phase 2, you will have to fight their squads and their guild and their allies.
You can heal: Your guild and your allies.
You can kill: Their NPC's, their guild and their allies.
Now these allies can come in during any phase of battle, so when things went ugly during phase 1, you can call for help in phase 2.
As phase 1 and phase 2 *can* be (for example) an hour apart from each other and news has the tendency to travel fast on Atys and some old bonds or vendetta's arent forgotten...
No DP if respawning, aggro will attack everyone but the NPC's, area of war is in direct vicinity of defending guild outpost.
Attackers in phase 1 can:
- kill all npc's in round n. they will move to round (n+1).
- fail in killing all npc's in round n. They set the threshold for the defenders on t
Defenders in phase 2 can:
- kill all npc's in round (n < t), they will move to round ((n+1) =< t). IF n = t THEN they can keep the outpost.
- fail to kill all npc's in round (n =< t), they will loose the outpost.
Neutrals are observers. They are just here to pick up that potion of enduring stiffness, to rub on their armor, honest!
Okee, can someone confirm this battle system is correct? If yes, I might even be looking forward to it. (of course this looking forward is assuming that we wont see badmouthing in region)
Hmmmmmm...