Assaulting forts window of opportunity idea

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Re: Assaulting forts window of opportunity idea

Post  Professor Plum on Fri Apr 29, 2011 2:20 am

Definitely!

Even creating a siege engine like a battering ram, would force defenders to be a tad more pro-active.



As for the bigger objectives thing, it's possible that in the areas in the run-up to the treasury, (Following on from the previous example) defender PC's will be denied access. There could also be No-PvP areas, designed such that the defenders are in wall cavitys watching attackers make there way through NPC guards. They are able to assist by setting off a variety of traps at the right times, etc.

So, the run could be something like this:

NPC + PC Defense = Initial Gate / Battlements Assault
PC Defense = Gate -> Treasury Entrance
PC Defense = Initial Treasury Room
NPC Defense (Defender Faction Not Allowed In) = 2nd Treasury Rooms
NPC Defense / PC Traps (No PvP) = 3rd Treasury Rooms
Elite NPC Defense = 4th Room + Objective (A token representing X gold stolen, which is dropped on death, though not auto replaced like the Relic is)

Then ya have to get out again.

Edit: Hell the treasury could even be more dynamic than the forts, and have a variety of upgrades (Which can be destroyed by attackers) that are persistant. They cost treasury gold to build and to maintain!
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Re: Assaulting forts window of opportunity idea

Post  Felix on Sun May 01, 2011 1:58 pm

KumoKumo wrote: Barring that, the easy fix is geometry: lengthen the walls, and suddenly positioning becomes more of a trade off of defensiveness vs. mobility; moving from one wall to the other would represent a significant amount of time for defenders up top, but when done from the field, it'd remain a straight shot to each side.

I'm not sure what this would look like or if I understand completely.
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