Decisions based on Timer
Personally, I have seen instances like the one you gave of timing a cap….But under normal circumstances it is only viable (in my opinion) to a situation like the camps.
There are too many variables that could/would backfire during a keep siege. You could try it on a tower, but several of those can be sieged up and made difficult, thus again throwing a monkey wrench in your plans.
On a camp I would say that is awesome logic, on anything else I would lean more to “take what you can get when you can get it”. My thought is also, even if you did convince the masses to wait for a timer, there will always be randoms that will still go start laying down siege on their own…Which will most likely give you more of a defensed area by the time you get ready to start your timer-based siege.
Again, too many variables for me personally on towers/keeps/garrison/SM
Makes perfect sense on camps keeps and such make more sense to take when you can and attempt to hold rather then trying to time the cap always easier to hold an objective on defense then it is to take an objective
Os guild
I changed the title from “War Score and Timer” to “Decisions Based on Timer”.
I had a thought also regarding tower defenses. When the enemy attacks your tower, it’s best to defend that tower until the timer reaches 0. Once the timer resets, you could abandon the tower and grab something else like a camp or another tower.
Also, you could bolster up defenses on a nearby tower or keep, assuming that those are the next target. At this point, you’re trying to delay their capture, thus delaying their point accrual. And when you’re delaying that capture, you can have a group ninja the tower that was lost previously.
(edited by nastyjman.8207)