This is a suggestion to increase the point value of resource camps, towers, keeps, and Stonemist Castle as more upgrades are built for these objectives.
It also suggests a method for reducing the effectiveness of large numbers of players (aka. zergs, blobs) using weapon and utility skills to break through gates in the absence of siege weapons.
The intent of both is to move from the current meta which heavily favors zerging to a more balanced situation in which defense is made more effective as compared to its current state.
.
.
.
While reading this suggestion, keep in mind the point values suggested are just hypothetical place holders. It’s not so much the specific values (which could be easily changed based on what balancing and testing reveal to be ideal) but about the concept of scaling the value of an objective on the basis of its upgrades.
1) Resource camps would be worth 1 point-per-fifteen-minutes if not upgraded.
2) Towers would be worth 5 points-per-fifteen-minutes if not upgraded.
3) Keeps would be worth 10 points-per-fifteen-minutes if not upgraded.
4) Stonemist Castle would be worth 20 points-per-fifteen-minutes if not upgraded.
.
.
.
I then propose one of two possible scaling methods.
1) Purchasing all the upgrades in a tier will add a set amount of points to the value of the objective.
For example, purchasing all tier 1 upgrades would add 5 points, all tier 2 upgrades would add 7 points, and all tier 3 upgrades would add 10 points.
A resource camp in which all upgrades have been purchased would be worth 13 points-per-fifteen minutes.
A tower in which all tier 1 upgrades have been purchased would be worth 10 points-per-fifteen-minutes.
A keep in which all tier 1 and tier 2 upgrades have been purchased would be worth 22 points-per-fifteen minutes.
2) Each upgrade purchased contributes to an objective’s value.
For example, each tier 1 upgrade is worth 1 point, each tier 2 upgrade is worth 2 points, and each tier 3 upgrade is worth 3 points.
A resource camp with two tier 1 upgrades and one tier 2 upgrade would be worth 5 points-per-fifteen minutes.
A tower with three tier 1 upgrades, two tier 2 upgrades, and one tier 3 upgrade would be worth 15 points-per-fifteen-minutes.
A keep in which all tier 1 and tier 2 upgrades have been purchased as well as two tier 3 upgrades would be worth 28 points-per-fifteen minutes.
.
.
.
By setting the default points of objectives low but then making them scale significantly with upgrades, this places greater value on those improvements as well as defending those objectives if a server wishes to remain competitive in the points they earn during the match.
The server that zergs to the exclusion of all else will still earn points from rapid objective flipping. However, with this proposed scaling system, their opponents could potentially earn more points through effective defense of a smaller number of objectives which have been more highly upgraded. It won’t favor one method over the other; both approaches remain viable. This contrasts with the current meta in which zergs are the single most effective method of earning karma, experience, WXP, and capturing objectives.
One critique of this suggestion is that the cost of upgrades is prohibitive for some players. They won’t bother upgrading – even if it would earn their server more points – because of this barrier; they’ll just keep zerging. Simply reduce the cost of upgrades to encourage more players to make these purchases. Furthermore, add a reward (karma and/or WXP) for purchasing the upgrades. Because the number of upgrades are finite and require that a server be in possession of an objective in the first place, there’s really no risk of this being abused as a source of karma and/or WXP farming.
Would we see players upgrade an objective only to let it fall into enemy hands so they can capture it back and re-upgrade it again to earn even more karma and/or WXP? Perhaps. However, that’s a painfully slow and inefficient method of farming such rewards with no guarantee of success (i.e. you have to be able to recapture the objective after it’s lost to resume the upgrade farming).
Furthermore, there’s no way of preventing other players on your server from purchasing upgrades themselves or defending the objective should it come under attack. In practice, I doubt we’d suddenly witness a huge spike in upgrade farmers flooding WvWvW. To further shield against such potential abuse, break up the reward. On making the initial purchase of an upgrade, a small amount of karma and/or WXP is awarded. The larger reward only comes when the upgrade actually completes construction; encouraging players to stick around escorting yaks into the objective and defending it until the upgrade is finished.