ObjectivistActivist wrote:
That should probably be qualified to "Certain classes make it nigh impossible to take a relic with even a single defender." Warlocks, scouts, prepped sorx, range-spec'd mercs and occasionally a well-played and ready necro can solo defend against multiple waves of full group PCs without a lot of trouble. Any member of a relic'd MC or Crux can do it with relative ease as well (though exceptions to this rule do exist, and I've got the log to prove it, Peso.) Other classes struggle more with solo defense, but don't need a lot of support to make it work.
Since we're not likely to get a full revamp and redesign of CRS, though, I'd rather find solutions that fit within the existing paradigm than just slander the system as a whole and be done with it.
There is nothing that can save the current system, since it is predicated upon PCs either defending or attacking. No one will attack an HQ that is defended, since it is suicide if there is a single competent defender.
Conversely, taking an undefended relic is trivial and takes less than five minutes. There is no adequate way to address that and I would prefer the staff spend their time giving incentives to hang out in cities, so they are not ghost towns.