riveit wrote:I've always thought that the best solution would be to have a slow fuse attached to each outpost. For a few weeks after the guild occupied the outpost, it would be perfectly safe. Then, as the weeks went by, there would be an increasing chance that marauders would retake the outpost. After a few months, marauders would attack regularly with increasing ferocity, until they retook it. Such a system would create a regular turnover of outposts and more battles, as guilds needed to move, retake an outpost, and different guilds took it from the marauders, etc.
Yes, there are quite a few of us who'd like to see something like this put in place, and the idea's been kicked around ever since the outposts went live. Another thing that would help immensely is dynamic outposts... that is, having a different random outpost in the region become active every time one was lost to the marauders, so people would need to scout out the new "live" outpost and declare on it, rather than just camping the doorstep of the one about to fall.
To the original poster, Musmus: were you aware when you posted this, that several outposts are in fact NOT held by "hegemony" but rather by sufferance?
Southend Dunes Farm has been a community outpost most if not all of the time it's been active. Evolution has never been challenged for stewardship of Loria Stronghold, nor has Ballistic Mystix ever been attacked since they accepted the friendly transfer of Graveyard Gate Research Centre from Evolution early on after the outposts were released. No "hegemony" has control of Qai-du workshop in the jungle, or Twintops workshop in the lakelands. There's been no need for one, because no one has ever attacked them either.
These outposts are not held by virtue of any hegemony. The have remained in the same hands since launch because no one has challenged them at all, not because "hegemons" were there to keep them from changing hands.