It sounds.. erm, utterly complicated.
But, analyses and critisism, for anyone concerned or interested to read my ramblings.
Going by the numbers..
1. Declaring War
24 hours declaration...
This is going to be, and going to stay, an advantage for attacking guilds, as they can plan an attack for weeks ahead and only have to declare the day before the planned attack. The defence will be tougher, specially for smaller guilds who can't field many people in short amounts of times.
On a side note, who does the declarations? Guild leader, High officer, officer, or any random member? Random members would be abit.. catastrofic to say the least.
And I read notes! Yes it's true.. Here's another concern, if the guilds can form temporary alliances for attacking, who gets the spoils (the outpost) since only 1 guild can get it.. The biggest guild? The guild who killed the most guards? Or have the allied attackers arm wrestle when they win?
On the updated text:
"During the first 24 hours.." Does first mean there will be more 24 hour periods? Give a guild some rest I'd say! Attacking is hard, and after beating a succesfull on the defenders are on alert for new ones.
2. Attack battle
This one seems pretty clear, much thought gone into it, I can tell. However! You have to battle for 2 hours straight?! Wave after wave after wave after wave..
Does the attacking team get some sort of message during these 2 hours that they reached minimum threshold and are now fighting to make it harder for the defenders?
A "You have defeated the defenders forces! And can continue to strengthen your hold on the outpost." message of a sort. That would be nice.
3. Defense battle
See point 3. As these 2 phases are actually exactly the same. Only switch 'attackers' with 'defenders'.
4. Minimum threshold
Yay for this! Only.. how many battle levels are there anyway? 1, 2, 3, pi? I take it this is calculated by the number of guard squads and the level of the guard quad, or even the area. If there is a way to see this for the defenders it would be great, Not only the 'basic' threshold (without any perks) but also the upgraded stuff and such.
5. Buying squads
Arrr matey! Let's spend me dappers! Arr!
Default... both sides... relatively weak...buy new ones..
Ok so the defenders and attackers get squads. First for the attackers to whack the defender squads, and then for the defenders to whack the attackers squads. But both can buy the same squads? At the same outpost? I think here more explaining needs to be done. Because then when the attackers win and have alot of dappers they can just buy victory.
The defenders have to pay upkeep for the squads they keep in preparation, but the mercenary troops of the attackers come from... the Great Yubo in the Sky! Or some other place..
6. Squads management
I went ahead of myself on point 5 I think. But what the heck!
A squad is paid when it spawns, and is reimbursed at the end of the round if at least one of its members is still alive.
So here a defender guild can basicly put as much guard squads in the waiting list to throw themselves at the attackers. After all, when all the squad members are dead, no need to pay!
No mentioning the attacking guild squads here? I guess no plans yet then?
7. Squads power
Crystal clear for a change!
8. Conflict area
Good, I like this one. Points to clear up though: can someone run out of the conflict area, wait and rest just before the few minutes are up and rejoin the battle? Because then when things are bad everyone but one, to keep the battle going, can run out, heal up and run back in.
Can the one outside the perimeter heal inside the perimeter without fear of the guard squads attacking him/her?
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Overall conclusion:
Good thinking, I like the battle concept to be fair, only lots is unclear. Please, more information!
And are we getting a concept of what else we can do with an Outpost? Besides attacking it? Or did I miss that somewhere?
EDIT: The [discuss it!] linkie is missing! Oh noes! The horror!