Re: Global Faction PvP - Claiming Territories For Your Faction
Posted: Thu Oct 27, 2005 3:46 pm
I think this could really work if it was a slower process to move control. Kind of like the front lines approach which has been described in another thread, Or used in oother games as a concept.
I do not think it would make sense to be able to just pick up and attack an area well beyond the reach of your factions current control. In this I mean that the areas would need to be connected and the front-line is where the battling occurs. obviosuly if a region touches many other regions it may be taken from multiple directions.
Besides this, If you do not like it, A longer battle to take control would almost do the same thing. Change your thinking from high HP and High regen rate to SUPER HP and slow gradual regen rate with the addition that the defenders can shore up the defense by utilizing materials and crafters to "repair" the defensive fortification.
Some key concepts:
* A un-inhibited attack on a tower should allow for it to be captured not in minutes, but in hours (maybe 1-2 hours or longer) How to make this interesting, I do not know.
* A tower that did not receive active support (healing/repairing) would not regenerate at a rate that would make it full health before another attacking have returned. (Maybe a half health tower would fully regenerate on it's own in 2 Real life days)
* Possibly having this be multiple towers and not 1 lone tower would assist in the variety. (Varying levels requiring different level players to participate would be nice) Maybe a high level player loses honour for their side if atatcking a lower level tower.
* The number of these towers up in a region could control the HP regeneration rate of the towers.
* Possibly you could attack a remote tower to weaken it, but your side would not take control until the front lines have moved there.
* If you use this method, FvF could be limited to the zones which border faction control. Leaving the established zones as civilian areas.
Advantages:
* Battles for control, BUFF advantages, tp's, etc do not change hourly.
* Many parties can take part in an organized attack over days
* Attacks on multiple fronts have more of an impact.
* Pacifists can contribute to supporting their front lines
* A small group of high levels cannot readily dictate control of the lands.
* Non-PvPers get a place in the control of the lands. I know many factional fanatics whom are not PvP fanatics. (Just make sure they can do this not from the front lines). Maybe they make the items in safe areas and then there are missions to carry the packages to the fornt and once there, they repair the tower.
Other notes.
*The ability to see a towers status(tool tip) and towers that are actively being attacked in the map would be good.
Another brain dump from,
Noin.
I do not think it would make sense to be able to just pick up and attack an area well beyond the reach of your factions current control. In this I mean that the areas would need to be connected and the front-line is where the battling occurs. obviosuly if a region touches many other regions it may be taken from multiple directions.
Besides this, If you do not like it, A longer battle to take control would almost do the same thing. Change your thinking from high HP and High regen rate to SUPER HP and slow gradual regen rate with the addition that the defenders can shore up the defense by utilizing materials and crafters to "repair" the defensive fortification.
Some key concepts:
* A un-inhibited attack on a tower should allow for it to be captured not in minutes, but in hours (maybe 1-2 hours or longer) How to make this interesting, I do not know.
* A tower that did not receive active support (healing/repairing) would not regenerate at a rate that would make it full health before another attacking have returned. (Maybe a half health tower would fully regenerate on it's own in 2 Real life days)
* Possibly having this be multiple towers and not 1 lone tower would assist in the variety. (Varying levels requiring different level players to participate would be nice) Maybe a high level player loses honour for their side if atatcking a lower level tower.
* The number of these towers up in a region could control the HP regeneration rate of the towers.
* Possibly you could attack a remote tower to weaken it, but your side would not take control until the front lines have moved there.
* If you use this method, FvF could be limited to the zones which border faction control. Leaving the established zones as civilian areas.
Advantages:
* Battles for control, BUFF advantages, tp's, etc do not change hourly.
* Many parties can take part in an organized attack over days
* Attacks on multiple fronts have more of an impact.
* Pacifists can contribute to supporting their front lines
* A small group of high levels cannot readily dictate control of the lands.
* Non-PvPers get a place in the control of the lands. I know many factional fanatics whom are not PvP fanatics. (Just make sure they can do this not from the front lines). Maybe they make the items in safe areas and then there are missions to carry the packages to the fornt and once there, they repair the tower.
Other notes.
*The ability to see a towers status(tool tip) and towers that are actively being attacked in the map would be good.
Another brain dump from,
Noin.