Trosis wrote:
I've said, In the past, that the best improvement to CRS would be a territory system.
I called it tribunal wars in the past.
But I think it could be cabal if we just changed up "who owns where."
I'll give the empire as an example.
Losache, Jade city, Seawatch, and The Imperial Palace.
These areas are revamped to be a "dungeon or instance."
You fight your way through npc's and get to a boss. Once the boss is killed, you get an npc boss that takes hold of that location.
One must wait 24 hours to take on the next raid.
The area is under enemy control until the defending team comes and takes out the new 'enemy boss.'
The next day, you take on the next dungeon and it unlocks the third. Wait 24 hours and take it on.
You have to work backwards if you're defending. (Maybe) and you re-take over your territories.
If a group can take 3-5 Ooc days and really fight through all this pve, while still defending 'their instated enemy bosses,' then they can finally attack the keep and get the relic.
This type of crs would give more time to the crs process, allowing a team to defend, eliminating quick and easy ninja ganks.
When people see their territories getting taken, they'll become more active to try and take back over their land.
Shut down this idea if you must. But I wanna see it in the next five years. Fingers crossed.
This idea is brilliant and deserved its own thread. Let me break this down. In its current form, CRS exists for the following purposes:
1) promote pvp
2) allow winning side to actually win something
3) am I missing something or is that it?
CRS fails in these two goals because people can just do ninja relic ganks, and take the enemy relic when the enemy is not logged on. This means there isn't PvP happening, and you don't have to be "winning" to get a relic. Now let's take a look at Trosis's proposed revisions to CRS.
Pros: 1) Eliminates possibility of ninja ganking relics.
2) Promotes large-scale WARFARE damnit, which is more compelling storytelling than a skirmish here or there to get the most ganks and then argue about who has actually been winning the war.
3) A back-and-forth that goes on for days at a time and strongly encourages players to log on.
4) Lets factions take over TERRITORY. Something players have been asking for the past forever, but nobody knew a good mechanism for it.
5) Done properly, only the side that is actually winning will be getting the enemy relic.
Cons:1) Doesn't make a huge amount of sense ICly. Why do you have to take this stronghold before you can attack the one with the relic in a world with the gate spell? Where do these boss NPCs come from? How are they generated by defeating the enemy NPC boss?
2) Is that it or am I missing something?
The cons can be dealt with through creativity and maybe adding some game lore. I have a few ideas how this could be done but would be interested in hearing others' ideas first.