Re-posting this in the proper forum:
Below is a very rough bit of brainstorming I was doing while W3 this weekend…added kitten with the arrows showing the below ideas..
Change the EB “server name” Hills camps to attackable outposts. Create a “passage” between the EB Hills outpost and that server’s Borderlands. The only way into an enemy Borderlands is to take the EB Hills outpost. Think about the movie 300…if you can not hold the Hills Outpost due to overwhelming forces, fall back and defend the passage…perhaps wth ballistas and ac ?
The end of the passage is at Champions Demise on that servers Borderlands map. It allows entrance into the enemy border via the 2 rivers on each side of the island or over the island route itself.
Change the enemy Border Outposts on the Borderlands into attackable Outposts as well. Allow them to upgrade and create WP. These can be captured and become FOBs for the enemy.Once a WP is built, it can only be used to fast travel on that map, not between maps. This means that the enemy has to leave a force behind to keep the passage open.
Heck you could even add in a new Orb/Relic system at the end of the map opposite of the Champions Demis entrance. The invading realms would need to work their way up the map, securing certain key areas to “unlock” access to the shrine. Then they would have to carry the Orb/Relic all the way back to their Borderlands shrine. Speed boosts are disabled in X amount of radius from the Orb/Relic.
I would also change the scoring to a additive/subtractive system vice a culmative system. Player kills add to the count, yak kills add to the count, tower/keep/outpost captures add to the count. Losing these subract from the count, expect player kills.This could help balance everything out so that out-covered servers can still have a fighting chance instead of being out the race after the weekend.
Pros:
- Helps outmanned servers focus forces.
- makes defending your homeland mean potentially mean something.
- introduces a new suite of tactics. Such as leaving players behind to keep the passage open. Defending the passage, as the defending realm can cut off reinforcements by recapturing the passage/Hills outpost.
- may help even out stacked servers as people will get tired of the queues.
- makes Orbs/Relic captures actually mean you accomplished something.
Cons:
- probably not easy to implement at this point
- will create even more queues as everyone is forced to load into EB to start.Unless they increase the pop caps on EB….of course that comes with the con of lag/latency.
- Stonemist ??
- may trivialize the other towers as enemies will just mount offesives against the EB Hills outposts. May have to make taking EB Hills harder then SM or Garrisons.
Thoughts:
- EB Hills Outposts can be defended from the Keeps. Makes holding them even more important.
- since there is no fast travel to enemy Borderlands, taking and holding towers, outposts and even supply camps are even more important. If the invaders run out of siege, they are forced to take and hold camps to create pools of supply at towers.
- invaders could capture and hold the keeps outside of the EB Hills and setup a WP to create a steady stream of fast traveling reinforcements that may be hard to overcome for a defending realm.
- Where would a realm that has had everything captured port into EB? or would they even be allowed to? would you force them to fight out of their Borderlands and push back into EB? Woudl this be too much to ask an outnumbered realm?
Just was brainstorming on ways to make W3 more interesting to me, and thought I would share. What do you think? It may not be possible ever, but it is nice to think about, and it is always nice to hear what others think about how W3 should be. Sorry if there are similar threads….