Re: Outposts
Posted: Tue Mar 13, 2007 1:00 pm
After the threads mentioning professional athletes, and previous threads asking for some kind of dapper sinks, it occured to me that we could just pay the guards to take a dive.
what you do, is when you pay to declare the attack, you can also pay extra (exorbitant) fees to move the attacker threshold up, up to level 5, so you commence the attack at level 5 (with all the appropriate guards spawning etc)
this would guarantee the attack going through to the defense phase, where the defenders could do the same thing. The initial defenders would be fighting to keep the threshold down same as before.
the other financial attack option, is to buy "kill-all-guard" consumables - again for truly enormous prices. Probably in a stack with each use accounting for a squad of guards. These are non-transferable, only acquirable at the time of declaration, only valid for the attack they are declared for, must be used from within the OP combat area.. and the defenders know who is carrying them
from a RP justification, they could be Ma-duk getting peckish, Matis poisoning the guard supplies, nubile trykerettes enticing the squad off to the pub, False orders sending gullible Fyrosians off duty or Karavan orbital laser strikes..
To prevent this attack, the defenders must hunt down the carrier and prevent them from activating the consumables before they can be used inside the OP zone. The attacker has to weigh up wether to use them early to guarantee passing the theshold, or using them later to push it higher.
the first option, buying off entire rounds, gets the battle going at a higher level, and brings the battle through to the defense phase, where the owning guild can pay for the same effect - or just fight it out. With this battle balance issues remain pretty much the same - it just costs a hell of a lot more.
the second option, buying guard-nuking tickets, has the potential to give a small team of attackers victory over a massive army of defenders - requiring the defenders to mount an active defense, and prevent the "bomb carrier" from getting into range.
Balance issues - cant buy off more than 5 rounds, price increases as you buy more. Guard nuking tickets- each squad worth probably costing more than the actual declaration itself, takes significant time to activate ( longer than anti-magic aura/invul ), must be OP tagged to use, and within the zone. Defense side must know who they need to watch out for.
what you do, is when you pay to declare the attack, you can also pay extra (exorbitant) fees to move the attacker threshold up, up to level 5, so you commence the attack at level 5 (with all the appropriate guards spawning etc)
this would guarantee the attack going through to the defense phase, where the defenders could do the same thing. The initial defenders would be fighting to keep the threshold down same as before.
the other financial attack option, is to buy "kill-all-guard" consumables - again for truly enormous prices. Probably in a stack with each use accounting for a squad of guards. These are non-transferable, only acquirable at the time of declaration, only valid for the attack they are declared for, must be used from within the OP combat area.. and the defenders know who is carrying them
from a RP justification, they could be Ma-duk getting peckish, Matis poisoning the guard supplies, nubile trykerettes enticing the squad off to the pub, False orders sending gullible Fyrosians off duty or Karavan orbital laser strikes..
To prevent this attack, the defenders must hunt down the carrier and prevent them from activating the consumables before they can be used inside the OP zone. The attacker has to weigh up wether to use them early to guarantee passing the theshold, or using them later to push it higher.
the first option, buying off entire rounds, gets the battle going at a higher level, and brings the battle through to the defense phase, where the owning guild can pay for the same effect - or just fight it out. With this battle balance issues remain pretty much the same - it just costs a hell of a lot more.
the second option, buying guard-nuking tickets, has the potential to give a small team of attackers victory over a massive army of defenders - requiring the defenders to mount an active defense, and prevent the "bomb carrier" from getting into range.
Balance issues - cant buy off more than 5 rounds, price increases as you buy more. Guard nuking tickets- each squad worth probably costing more than the actual declaration itself, takes significant time to activate ( longer than anti-magic aura/invul ), must be OP tagged to use, and within the zone. Defense side must know who they need to watch out for.