Marbles
Farmer
- Reason
- Battle grounds is very one sided and without the ability to defend or recapture a tile there isn't a level playing field.
- Details
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Options for Implementation
Assuming:
A tile takes 220 hits to capture
Rewards still earned for successful fights / negotiations
Option 1
Tile owner (defenders) has to hit 220 times to relock the tile for another 4 hours
Attackers have to hit the tile 220 times to capture the tile
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
Option 2
Every successful fight the defenders can either remove 1 (2 for negotiations) from the attackers fight count(s) or add 1 (2 for negotiations) to the total fight count needed to capture (which ever is easier to program).
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
If the tile owner successfully defends for X amount of minutes the tile is relocked and the tile owner maintains the tile for another 4 hours.
- Balance
- It shouldn't impact any other game feature.
- Abuse Prevention
- There should be no additional abuse potential. If anything there would be less as it would increase the number of hits per player in a day. Scripting / botting are naturally limited by attrition / troops / goods therefore use with the increased number of fights / negotiations would render them useless quickly again leveling the playing field.
- Summary
- I believe this would be an easy upgrade to battle grounds that would be welcomed by the masses it will also draw more players as it will draw not only those looking for a city building game but a war game as well.
- Have you looked to see if this has already been suggested?
- I searched recapturing tiles in battle grounds and defending tiles in battle grounds ... The idea of defending has been suggested but not in the manor i have proposed. I have no idea what the DNSL is let alone where to find it.
Currently Guild Battle Grounds is very one sided meaning that once you own a tile and it unlocks there is nothing you can do but watch it get taken away. Currently there is no way to defend a tile or relock it . Which under values battle grounds. Making a tile defendable / recapturable adds a real war aspect to battle grounds and helps level the playing field, making the battle more meaningful and more competitive. It will have a positive impact on the guilds regardless of size as attrition management as well as time management will play a much bigger part as now players will be attacking and defending and using attrition on both ends. It will also help maintain players who play for the war aspect of the game vs the city building aspect.
Options for Implementation
Assuming:
A tile takes 220 hits to capture
Rewards still earned for successful fights / negotiations
Option 1
Tile owner (defenders) has to hit 220 times to relock the tile for another 4 hours
Attackers have to hit the tile 220 times to capture the tile
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
Option 2
Every successful fight the defenders (tile owner) can either remove 1 (2 for negotiations) from the attackers fight count(s) or add 1 (2 for negotiations) to the total fight count needed to capture (which ever is easier to program).
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
If the tile owner successfully defends for X amount of minutes the tile is relocked and the tile owner maintains the tile for another 4 hours.
Options for Implementation
Assuming:
A tile takes 220 hits to capture
Rewards still earned for successful fights / negotiations
Option 1
Tile owner (defenders) has to hit 220 times to relock the tile for another 4 hours
Attackers have to hit the tile 220 times to capture the tile
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
Option 2
Every successful fight the defenders (tile owner) can either remove 1 (2 for negotiations) from the attackers fight count(s) or add 1 (2 for negotiations) to the total fight count needed to capture (which ever is easier to program).
Both attackers and defenders will earn attrition (defenders should earn attrition at a better rate then the attackers as they already won the tile)
If the tile owner successfully defends for X amount of minutes the tile is relocked and the tile owner maintains the tile for another 4 hours.