Silveras wrote: Tue Jun 18, 2019 2:55 pm
The suggestions on the timers do sound very interesting, but from what you said the defenders are heavily favored anyways and it feels like less time for attackers to make those coordinated attacks even more difficult than it already is now.
So I feel that change would only exasperate the issue. I feel like stage 2 needs to have a larger impact on whom is going to win the fort and stop those awkward afk sessions after the attackers lose hope on the funnel pushes.
With that being said I feel there need to be a higher % of attackers allowed in forts than there already are. The attackers have pushed through the zones to get to that point. It should be the defenders pushing against an unstoppable foe and having those epic moments of an amazing defense. Not the case where there defenders just need to set up a funnel and stage 2 doesnt matter because they will defend anyways.
Stage 2 having a larger impact on the Fort is what I am trying to achieve.
Yes, the changes would "buff" the defending side by opening up more winconditions, but this can be linked to lets say overall increased artilleryfire (not so much a fan of that) or open postern doors like in regular keeps. This also seems more justifiable if defenders don't have to hold them for an hour but rather 20 minutes because they did so well in stage 2. (just random numbers)
More attackers won't solve anything, the maximum throughput is already reached, getting through the gate with the current max amount of ppl in fort is overcrowded as is without additional entries. (even with melee bypass)
Something that absolutely needs to be taken into consideration is that the defenders need to have the advantage overall or it would promote Realmzerging.
There are alot of factors that would throw off the balance too much in one or the other direction if other factors aren't taken into consideration.
One possible followup rebalance I have been thinking about to equalize the attacker/defender advantage ratio:
-Open up the side posterns for all (like normal keep) to create threat away from Main gate
-Back postern (the one that directly leads to 2nd floor) remains for mdps with bypass only
Being forced to make decisions makes people mess up and mistakes can spiral out of control.
Holding one single bottleneck doesn't.
Defenders can split smaller groups to the posterns, or a bigger reaction wb
Attackers can outplay this deploymentstyles by splitting a synchronized push and wear the def with their bigger numbers down or overwhelming one postern.
Good informationlevels on the direction the attackers will come from is going to be important, making lookouts on 2nd floor necessary to keep
Attackers can send mdps directly up to 2nd floor via bypass to clear those lookouts and mess with these people.
Defenders can dedicate a balanced grp to block this 2nd floor postern but those people might be missing somewhere else.
It becomes a cat&mouse game where the attackers don't have time to mess up too often (woundsdebuff and timelimit) and the defenders can't afford to mess up too hard once.
Ofc I have been thinking about 3rd floor defenses as well but that's a different beast, they kinda feel fine right now (even if a bit boring imo)
Trying to theorize how things actually turn out is hard. The more unknown factors are inbetween, the more the final result will vary. I definitely don't want bottom floor defense to be completely unviable as well.