So as we all know the current WvW tends to snowball, and as we can see in this Sub-Forum there are alot of dissatisfied players, who dislike the current system.
So here is my first idea:
Income and Upkeep
At the moment camps provide supply for towers, keeps and stonemist. Now this supply can be used for siege equipment, upgrades and repairs. My idea adds another layer to what camps provide.
They will provide upkeep supply for everything you have in WvW. What does this mean:
Everything except supply camps will need upkeep supply, which is just an invisible artificial number, which could be shown on the WvW Hud aswell as the the current informations shown there.
I already calculated some numbers:
- A camp will add +5 to your income.
- A tower has an upkeep cost of 2 (-2 income).
- A keep has an upkeep cost of 5 (-5 income).
- Stonemist will have an upkeep cost of 12 (-12 income).
If you own everything that will leave you at +-0, so you can actually hold everything.
Now, there is nothing bad happening when your income is >= 0. If it’s +2 you can take another tower, and nothing bad would happen. Now if you take a keep,
it would increase your worlds upkeep costs to by 5, so you would need at least an income of 5 or greater. You are at +2 and took that keep, and now you are at -3. That is a bad state, because your supply camps cannot handle the demand for your world. So since the camps cannot deliver enough income to keep everything running, the keeps start using their own supply over time.
Every few second (I thought about 15-30) the system will reduce the amount of supply every keep has by X where X is your current upkeep cost. So since you are at -3 they will all start loosing 3 supply every few seconds. This is bad, but it can become even worse. When your worlds income is less then 0 and one of the reduction ticks would reduce that building (except camps, which are unaffected) supply to 0 or less, your world would abbandon this building. It would go back into it’s neutral state, like when a new WvW match starts. This would then reduce the upkeep cost, and perhaps bring your world back into a positive income, allowing you to keep the rest of your buildings.
What would that imply:
First thing, camps would not only be extremly usefull, they would be crucial for your campaign. There have to be players guarding a supply camp. The more you dominate, the more camps you have to guard with your players. This will of course decrease your attacking force.
A small guerrilla force from the underdog on the other hand could heavily damage your worlds progress, if they take a supply camp off guard.
And a huge zerg could be stopped by a small organized group of players, taking camps behind enemy lines.
Splitting up, in order to guard the extremly vulnurable camps would be neccessary, probably leading to less mass zerging, and more small scale groups, with groupsizes depending on what you want to accomplish.
Two additional ideas for these camps, are 2 new upgrades, one, which increases the income provided by this camp by 1, and the other making the main npc a champion instead of a veteran.
I’ll probably post some more ideas regarding other stuff (like Orbs and their Snowball effect, middle man constantly attacking underdog instead of topdog etc) once I worked them out a bit better.