The level thingy lemme remember of the "coliseeum" concept in T4C.
Yeah, this provided "draft" is lacking too much info.
- how exactly PC will help their NPC squad ?
- how death is handled (moreover with an infinite battlefield) ?
=> when attackers win over 1 level, since defenders PC are supposed to help their NPC, it means they're all killed by attackers.....??! who'll rez them for next battle level ???
- where does came from the attackers' NPC squad ?
=> defenders squad belongs to selected outpost... attackers squad belongs to guild hall "supply corps"... so having 3 outposts means 3 times more dappers spent into defence squad ... erm i'm confused... maybe there is a "bought squad pool" where players pick in to set up defence/attack ?.... I need a draft about upkeep/management of squads!
outpost battle sample :
threshold is 7, team A (attackers) vs team D (owner/defenders)
A : 5 ==> A lost.
A : 7 ==> battle win, so D : 5 ==> A win outpost
A : 7 ==> battle win, so D : 7 ==> tie, D keep outpost.
A : 9 ==> battle win, so D : 8 ==> A win outpost, thresh set to 9
=>
To keep the outpost, the defenders dont need to do better than attackers; they just have to reach the same level.
Heh !! anti gank system, isnt it ? an enormous attackers squad wont be any use against a weak outpost... weak outpost owner could win following pattern below :
threshold is 4, attackers have prepared attack squad up to level 20
A : 6 ==> battle win, so D : 6 ==> tie, D keep outpost.
... ...
So the strategy here is to make sure attackers loose at the lowest possible level so counterattack turn would be easy.
.....
flaw : a big PC team could easily reach a very high level, then at counterattack turn, defenders will loose at level 1 ... the big PC team could set tons of "high threshold" outpost this way pretty quickly.... something is missing in the draft about that.
to avoid abuse, please confirm :
- levels reachable by attackers is infinite
threshold is 3 :
A : 12 ==> battle win,... new thresh set to 12
- players, with dappers, upgrade the level by making squad, who'll spawn in a definite pattern, harder to kill.
- players can't change squad spawn pattern (since it definite the "level")
- squads will be like the cutthroats : easy to hit but with many HP!
- defenders could play "dumb" and making weak squad to spawn, so attackers will think "let's go above min threshold", but just after min threshold defenders use serious squad (and team tactics) to win over attackers.
note @ thebax : dude, 50mil dappers sounds like nothing for you!!!! it tooks me 9 month to get 50mil dappers. I fear to be put aside of outposts just because i didnt have as much time to play as others. bothersome to be unable to enjoy outpost only because RL doesnt allow many playtime.