In my idea, certain specific towns across the map would be designated as towns under siege. Depending on the status of the siege, a town would be designated as 'friendly' or 'unfriendly' which I will explain later.
At certain random intervals, perhaps between 2-3 times a day, a town would be attacked - players across the continent would be notified of this by the blue text announcing that an attacking force has been spotted encroaching on the town and will arrive in 15 minutes, then again when the attack starts.
When a town is under attack, players in the town will be notified and their skill bars will be locked and all npc's would cease to trade and instead run for cover. They would also find that they are able to use skills and weaponary against the enemy. A heavy battle would then ensue and players would have to fight off the invasion to save the town. This would be achieved by beating all the enemies in a district and at least 51% of the available districts would have to win the fight.
Things to note about these battles are:
- Districts with less than 10 people would be exempt so as to not skew the results unfairly.
- Deaths in town would not increment the /death counter (collective sigh from survivor seekers)
- Winning a district would net each player scoring 10 or more kills a small sum of gold. If enough districts win and the town is saved then then players will net another small sum of gold (only if they achieved the first reward though). AFK players would receive nothing.
- Players may need to be sent to another district in order to keep the performance of the area acceptable. However, parties would not be split up and would move as a whole or not at all.
- Casters can cast beneficial spells on any other players and shouts etc would affect friendlies as normal.
- Skills like heal party, dark fury etc would only affect party members as usual.
As a town survives sieges, they will start to get stronger and more intense. The next siege will have more enemies, higher level enemies and the arrival of bosses and super bosses (think glint strength). Depending on the interval between attacks, towns might survive for days, but eventually they will fall - this is inevitable and by design.
When a town falls, all players are transported to a nearby outpost and the town becomes 'unfriendly' i.e players cannot map to it anymore and the icon will change on the map.
In order to recapture a town, players must form parties and enter the town portal as they would normally. However instead of warping into the town district, they must now battle to clear out the town.
Success in clearing out the town would reward all party members with some gold, some XP and a small chance at some unique green weaponary not available anywhere else.
Note that:
- These battles would be balanced so as to make farming impossible.
- They would be tough enough to prevent one party continuously repeating over and over every 15 minutes.
- Failing the mission would have no negative impact at capturing the town. Only wins count.
- Winning or losing teams are warped back to the outpost from which they left.
Once the town instance mission has been beaten, a counter would appear next to the town icon on the map and a progress bar which represents the number of beaten missions required to take the town. Depending on the significance of the town this might be between 20 and 100 (this would be carefully monitored by a-net to retain a healthy balance).
Once the progress bar is full, the town is freed and becomes 'friendly' again. Players may once again map to the town, trade and form parties. The town would be under ceasefire for a few hours to give players a break and a firework display would celebrate the recapture of the town. Furthermore, players who helped to free the town will be rewarded (again) by temporarily cheaper prices at the merchant (limited to several purchases).
Once the ceasefire ends, the cycle begins again...
In addition to the above, new titles could be constructed, one for defending and one for recapturing towns. This would have the added bonus of keeping the new game mechanic running for a long time.
Comments & constructive criticism please