Before everyone liked Luxon then they saw the Kurzick NPCs and went Kurzick.
Now we saw in the preview event there is going to be one dominate side probably. Now I'm a Luxon and have lead some victories but my guild and I can't push Kurzicks back forever.
Now as an empire grows it's army has to cover more ground so it's army gets smaller in each area. As an empire shrinks people retreat and there are more people in each area.
So using this logic we can make it so as one faction gets pushed into their core they get more NPCs then the other side. This would prevent one side from completely destoying the other one and prevent the lets go to this side and always win effect. This should start at only whne one side has 2/3 and the other has 1/3 of the map.
Something like this will probably happen.
Luxon gets pushed to 1/3 of total map---> Kurzicks pushs but gets pushed back by the added NPCs----> a push back and forth happens for a while -----> Luxon noobs get trained and some people change factions wanted the side with NPCs---> Luxon pushs toward Kurzick territory---> All steps repeat for Kurzick
This would be good for GW and make it so it would not be immpossible to conquer 100% of the map but make it hard and create a bit of a handicap for a losing side.
Any comments?
P.S. Signing this would be nice plz and ty. (10 views 0 replies )
Alliance Battles and preventing one dominate side
Guardian of the Light
LifeInfusion
<ignore this>Completely random: Go turtles and walking machines. Horray for engineering. Down with Goth people and dark forests.In with the Jade sea.</ignore this>
Anyway I think that this idea has some merit. They probably spent much time on their hands to try to craft it so that no one side would be dominant. However, human nature tends to do otherwise.
I remember playing a game called shattered galaxy, an MMO that was RTS, with 3 alliances. Each alliance gained/lost control of the areas every minute of the day. That was because the farther away you were form your "core location" (or so called base) the longer it took for reinforcement troops to arrive. What was great was all you had to do is log on and go to a location and join up the battle. Of course there was a limit on how many people could play in one location/area. Then there was the trouble of battles of 3 on 12 people. lol
Anyway I think that this idea has some merit. They probably spent much time on their hands to try to craft it so that no one side would be dominant. However, human nature tends to do otherwise.
I remember playing a game called shattered galaxy, an MMO that was RTS, with 3 alliances. Each alliance gained/lost control of the areas every minute of the day. That was because the farther away you were form your "core location" (or so called base) the longer it took for reinforcement troops to arrive. What was great was all you had to do is log on and go to a location and join up the battle. Of course there was a limit on how many people could play in one location/area. Then there was the trouble of battles of 3 on 12 people. lol
Guardian of the Light
Quote:
Originally Posted by LifeInfusion
<ignore this>Completely random: Go turtles and walking machines. Horray for engineering. Down with Goth people and dark forests.In with the Jade sea.</ignore this>
Anyway I think that this idea has some merit. They probably spent much time on their hands to try to craft it so that no one side would be dominant. However, human nature tends to do otherwise. I remember playing a game called shattered galaxy, an MMO that was RTS, with 3 alliances. Each alliance gained/lost control of the areas every minute of the day. That was because the farther away you were form your "core location" (or so called base) the longer it took for reinforcement troops to arrive. What was great was all you had to do is log on and go to a location and join up the battle. Of course there was a limit on how many people could play in one location/area. Then there was the trouble of battles of 3 on 12 people. lol |
Savio
Actually, something of the sort is already implemented. As one side pushes farther into the enemy side, the map shifts to favor the defender. As you saw in the FPE, Etnaran Keys, which is in Luxon territory, favored the Luxons as the shrines near their base are much easier and faster to get to. All other maps in one side's territory will be like this.
Guardian of the Light
Oh I see.
Well if that isn't enough to get the 'swing' effect do you think they should put this idea in.
Well if that isn't enough to get the 'swing' effect do you think they should put this idea in.
David Lionmaster
Yeah, I'm Luxon, and Saltspray was pretty difficult. A majority of the Saltspray games I played were losses, but the Etnaran Keys one was pretty easy.
Omega X
Quote:
Originally Posted by Savio
Actually, something of the sort is already implemented. As one side pushes farther into the enemy side, the map shifts to favor the defender. As you saw in the FPE, Etnaran Keys, which is in Luxon territory, favored the Luxons as the shrines near their base are much easier and faster to get to. All other maps in one side's territory will be like this.
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