Tesq wrote:There is a lot of difference, if defenders def it's k but if defendere cut the siege just re-taking two flags it's not good imo.
I wanna keep fight, ***** it's an important part of war rvr, if i would small skirm i would roll into sc. Cut siege it's only a bad way to rewamp Orvr.
No one is talking about cutting sieges. What are you talking about? o.O
Tesq wrote:So tell me why a zerging side should spread when he can rush and kill door in few seconds? get flags then rush, giving no time to organize def, also if boths sides are unable to start a siege due to this system and take it until 1 door it's down ppl wil leave cos all effort seems uselss...... you will just make rvr worst FOR ALL instead solve the zerg problem.
Because they CANT kill the gate in time. That's the whole point. If you make it so you can't kill the gate before someone takes your BOs, then you HAVE to defend them. That way you get your long a$$ sieges that you love so much. How can you not like this? It's just a matter of destribution your forces. Some defend BOs, while maybe 50% take the keep. The same goes for the defenders of course. Or do you prefer the 600 person lag fest? This fixes multiple problems.
Tesq wrote:yes in fact rewards guided the ass of all those ppl to try to get more keeps they could before order zerg re roll, rewards must be based on "how" you accomplish things and not based on accomplishing things only.[/color]
It did, and that was wrong. That was the clearly a bad system. I hope we can agree on that. Warhammer has never given rewards for "how" you accomplished something. You talk so much about how you don't want to change how sieges work, yet you advocate this new idea now. How does that make any sense?
Tesq wrote:You need a malus/bonus system not give x4-6 rewards around
I have no idea what you are trying to communicate here. Maybe if you try in english?
Tesq wrote:these considerations for fix rvr are based on the fact that there would always be 2 zergs, 1 more zergy than other and stronger but there would still be ppl on the other side, if the zerg is total ( i mean things get really sided )how this system prevent the zerg? -->answer: it can't.
This is where I would say I disagree with OP and say that a AAO system is needed on top of the rest.
Tesq wrote:PPl would just cap flags--->rush keep ---> if flags get's taken (with small timer for zerg is even faster re cap all, with bigger timer zerg cannot be stop for x time :/ )-----> repeat for second keep /lock if 1 keep
Again, you make the assumption that you would be able to kill the keep door before someone could take the BOs. What if you couldn't? What if, while you are slamming at the keep door and it's at 40%, you suddenly lose a BO? What then?
Tesq wrote:Also run when outnumber mean risk to be hardly kill and really no one like to be zerged to try to put up a fight he will simply swap side or do other. That's way 3 zone open are important, vp system it's important, a timer system it's important.
Again, I think AAO would fix that problem.
Tesq wrote:I could support the idea of carrier + vp system to make flags contribuite to something but keep siege and and flags must remain separate.
Why? They aren't even seperate now. You need 3 or 4 BOs to attack a keep now. How is that seperate? They are all objects of the same Orvr lake. It only makes sense to let them be linked somehow. Anything else is just illogical.