A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
…is getting old.
One simple proposal (other than a Planetside style lattice…) would be to make rewards for capturing things relative to the upgrade state.
So a supply camp will always be worth 5 points on the map but for you, personally, it will reward far less if it’s completely unupgraded — that is, if you let the enemy capture it so that you can capture it back shortly after.
Alternatively, it could be time based. Flipping a supply camp that was just flipped rewards far less XP/karma/money than flipping one that the enemy has held for 8 hours.
.
Another thing to consider could be loosening up the requirements for a defensive event. Currently the enemy must hit the door or a wall and you must either kill someone or repair something. With no supply in the base and a remotely savvy enemy (plus the whole downed mechanic), it’s very easy to go event after event with no kills or repairs and therefore no credit. Maybe SOME credit could be gained through damage. I know this opens things to coordinated abuse but that might be better than having a lot of people see defense as worthless.
I think you are spot on about addressing upgrades not being worthwhile. I mean the difference between a fully upgraded location and one with none is about a minute against a zerg, and that also depends on if the location is being actively defended. The upgrades honestly cost too much in both time and resources to be worth what little difference they provide, and that is why folks (myself included) just don’t find them to be worth bothering with. I mean each blueprint costs silver or gold and 3 to 5 or more men worth of supply to produce, that just isn’t worth in most cases what little return they honestly provide. My 2 cents.
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