suggestions for overhauling forts
Posted: Fri Jan 08, 2021 12:52 am
not sure if theres already a forum about this but i wanted to get some ideas out that might make forts more interesting. for starters the ram manned by ghosts powered by objectives like batteries just get rid of it. forts can be claimed by guilds before the siege starts. if theres no guild purchasing it players can pay fees in gold or medallions to access perks like fort upgrades. the jail system in most cases seems determine whether the defenders win or lose healers die and respawn ending up in jail then the dps and tanks die and have no choice but to respawn because not enough healers, so that basically means someone playing a healer is being prioritized for death and could be picked out in a number of ways. long story short healers die -> tank dies -> dps dies. the jail should stay but there should be a life system and it can increase or decrease for both defenders and attackers. the attackers start with more lives for example 20,000 and defenders with slightly less lives for example 18,000 but the catch is for every 10 minutes the 3 stage takes the defenders gain 500 but if the attackers move on to the next stage the time remaining in the fort adds on 500 to their side. so a rough example is Attackers 20,000 / Defenders 18,000. obviously if people die it will deduct the amount of lives left for that realm. 0 lives mean the remaining defenders get placed in jail upon death and for attackers they get booted out of the fort or when their lives reach 0 the gates to the fort warcamp closes locking them in upon death. 0 lives for the attackers and 0 remaining attackers outside of the warcamp declares instant win for defenders.
going back to the ghost ram and for fees/upgrades i had an idea that maybe instead of the objectives powering the rams damage like a battery what if theres no ghost ram and the objectives generate points for the attacking and defending realm. the points can be used for purchasing upgrades and siege weapons. stage 1 starts the outer gates blasts open and the attackers rush in ravaging and pillaging everything around them (capturing the objectives) 1 objective grants 50 points a minute 2 objectives gives 50 from the first one + 50 from the second one, thats 100 points. the 50 or 100 points can give the attackers the ability to purchase cannons, rams, and what not. for the defending holding the objectives will give them points in which they can purchase and upgrade more guards to either defend the lords room or the courtyard. the newer addition of flyers is pretty interesting and a game changer in some points but what if there are other versions of them for example a player can spend medallions or points to fly around the fort 3 times and drop bombs below, the bomb charges could appear as zealot/runepriest buffs. for defenders they can purchase anti air weapons like stationary cannons that deals 2x damage to flying targets or get on a flyer them selves and try to take out the bombers in a dogfight. last but probably not least increase the time in forts for large scale battles.
fort has to be a badass experience. winning and losing a fort determines whether the pairing gets locked or not
going back to the ghost ram and for fees/upgrades i had an idea that maybe instead of the objectives powering the rams damage like a battery what if theres no ghost ram and the objectives generate points for the attacking and defending realm. the points can be used for purchasing upgrades and siege weapons. stage 1 starts the outer gates blasts open and the attackers rush in ravaging and pillaging everything around them (capturing the objectives) 1 objective grants 50 points a minute 2 objectives gives 50 from the first one + 50 from the second one, thats 100 points. the 50 or 100 points can give the attackers the ability to purchase cannons, rams, and what not. for the defending holding the objectives will give them points in which they can purchase and upgrade more guards to either defend the lords room or the courtyard. the newer addition of flyers is pretty interesting and a game changer in some points but what if there are other versions of them for example a player can spend medallions or points to fly around the fort 3 times and drop bombs below, the bomb charges could appear as zealot/runepriest buffs. for defenders they can purchase anti air weapons like stationary cannons that deals 2x damage to flying targets or get on a flyer them selves and try to take out the bombers in a dogfight. last but probably not least increase the time in forts for large scale battles.
fort has to be a badass experience. winning and losing a fort determines whether the pairing gets locked or not
for people who stopped reading my long winded word salad heres a list
- Add lives to promote less banzai charges 0 lives for defender means jail time 0 lives for attacker means jail time (in a way)
- remove ghost ram and make objectives give points
- points can be realm currencies for purchasing siege weapons and keep upgrades
- get creative with the flying concept for forts
- increasing time