------------------------------------------------------ajsuk wrote:I'm a little lost here...
1) Last time (and every other time) I checked, OPs wern't on a GvG system.
Tuesday,13 September , 2005 at 18:01 UTC
Production : Outposts Explained by Xavier Antoviaque
With the Episode 2 in the hands of Test, the team is progressively shifting its attention to the development of the Outposts (Chapter III). So it's time to unleash details on the Outposts battle concept, which is a bit different from what you have been used to see in other MMOs - it's turn based!
Later on, we will describe the second part of what Chapter III will bring into the game: the PvP towers, which you will also have to capture, but in a different way...
Outposts Detailed Concept (Battles)Preliminary note: you can read this document first to get the higher concept.
Note 1: implementation details discussed in this article could be changed during testing.
Note 2: all times are real-life time, not roleplay time.
Summary1. Declaring War
2. Attack battle
3. Defense battle
4. Minimum threshold
5. Buying squads
6. Squads management
7. Squads power
8. Conflict area
1. Declaring War (24 hours)
If a guild wants to take an outpost, it must first declare war to the current owner of that outpost. The war declaration takes 24 hours, to allow the two opponents to organize themselves, to give them a chance to be there when the true conflict occurs. During this period, the attacking guild can choose a time when the attack battle will take place and the defending guild a time where the defence battle will take place (see below).
Note: While only one guild at a time can declare war to a given outpost, temporary alliances are possible.
2. Attack battle (2 hours)
A battle is divided in several rounds, each of them lasting a given amount of time (Well start with 10 minutes, for example, and modify that depending on the results and your comments).
As soon as a round starts, one or more NPC squads appear at the outpost to defend it. The goal of the attacker is to get rid of all the spawned squads before the end of the round. The goal of the defenders is, of course, to not let the attackers achieve their goal by making sure the squads stay alive.
Every round has a given level of difficulty. The outcome of each round decides if the level of the next round will be increased or decreased: if the attacker wins (all squads are killed), the level is increased, otherwise, it is decreased. The attackers must try to attain the highest level they can.
At level 1, only one squad is spawned. At level 2, a squad spawns at the beginning of the round and a second squad spawns at mid-round. At level 3, 2 squads spawn at the beginning and one more at mid-round. At level 4, 2 squads spawn at the beginning of the round, then one more after 3 minutes and one more after 6 minutes, and so on. Generally speaking, when the level is increased, the time it takes new squads to arrive shortens, and the number of simultaneous squads increases.
The squads are despawned at the end of each round and fresh squads are respawned for the next round.
At the end of the 2 hour period, the higher level attained by the attackers over the whole battle will be kept.
Then, there are two possibilities:
The attackers havent exceeded the minimum required level (the minimum threshold, cf. 4). In this case, war will come to an end, no defence period will start and the attackers have lost. The outpost will be kept by its current owners;
Or:
The attackers attained the minimum threshold. In that case, this level is the one the defenders will have to reach during the defence battle to keep ownership of their outpost.
3. Defence period (2 hours)
If attackers did reach the minimum threshold, then defenders will have to react. We can consider this second battle as the counter-attack. It occurs the same way as the attack phase, but roles are reversed: The appearing squads belong to attackers and defenders have to kill them. And, of course, attackers have to try to prevent them from doing it.
To keep the outpost, the defenders dont need to do better than attackers; they just have to reach the same level.
4. Minimum threshold
When a guild has succeeded in taking over an outpost, the battle level the guild reached to conquer it becomes the new minimum threshold for the outpost. It will be the level that any guild wanting to control that outpost will have to exceed.
This threshold decreases over time, offering some protection after the takeover, but it wont stay long. The threshold will be at its maximum during the first two days, then decrease by one battle level every two days.
5. Buying squads
Default squads are given to both sides; however, they are relatively weak. It is possible to buy new ones, about two times stronger. Also, their spawn order can be chosen.. When a squad is killed, if it was a paid one, it is lost forever. When there are no more paid squads, the default ones are used.
6. Squads management
Squads appear in a list, sorted in the order they will be spawned.. Authorized persons among those owning the outpost can change this order in the list. Changes during a battle have no effect on the current round, but will be effective for the next round.
7. Squads power
Squads are considered as level 250, but with a level 50 defence, thus allowing a low-level character to attack them. However, their HP reserve will be larger than the one of a normal character and will depend on the level of the outpost. Also, in each squad, there is always a leader who has a defence corresponding to the outpost level. Thus, a high-level outpost couldnt be taken by only low-level characters.
8. Conflict area
The conflict area is unlimited, the two guild are in PvP mode everywhere during both attack and defence periods.
[ Discuss it! ]
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Well, ok they opened it to "temporary alliances"..... but seeing how much time they use the word "guild", allow me to think that what happens today was not really what they planned....
Not the only time they launched something in a hurry, without really thinking about it.