Yeah Keep Defense/Offense is an entirely different beast ATM.Asherdoom wrote:we could also leave keeps with basic defense even if rank 0. for example, leave some siege weapon no matter what rank it is so you will allow defender to do something (especially melee) instead of afking on the front door awaiting it to be destroyed lol
Its almost like a sub-set of RVR.
I would rather have them look at the MAJOR "40,000 foot view" (figure of speech) mechanics first. Such as the general flow/gameplay. How does RVR start, what are the main objectives, how does it end.
We know how it starts: Capture 2 BOs and the other zones become locked.
What are the main objectives?
- Right now its get BOs, to get Keep ranked up just a TINY bit, then zerg the keep. Then recap BOs for supplies.
THIS is the area that IMO needs improvement
How does it end?
This is also something that needs improvement. There needs to be MULTIPLE ways for it to "end".
IDEALLY #1 avenue would be a "slow and steady" eventual END. #2 Avenue would be a much faster but more difficult way to end. IDEALLY these 2 avenues would be focused on doing different things, or minimally, doing different things FIRST.
I dont have a "perfect" solution.... I think ANY system will have its "pros and cons".
Ideally, I still really like a "points" system. Where you accumulate points for things like:
- rank of your keep.
- BOs give points over time
- kills give points
So this would be avenue #1 - you focus on BOs/Kills/Supplies.
Avenue #2 would be the much shorter path to win. Something like "Kill the Keep Lord" and you get a BIG boost in points to the degree that you basically "win".
So Destro (for example) is focusing on capping BOs, turing in supplies and trying to kill Order, while Order is focused on trying to bombard the Enemy Keep for a quick win. Thus forcing Destro to play both the BOs and Keep Defense. This is also where I think a "neutral bomb" could be used as a side-objective for the other faction as an alternative "game" where you can run the Bomb to the enemy keep to damage the postern doors - which would never blow up BUT eventually allows "access" to the Keep to make attacking the Keep easier without leveling up your own Keep. This also gives melee more function on keep defense/attacks to guard those postern doors. Since now the enemy force can send a warband to bypass the outer wall. to then allow a second force to attack outer wall while under the protection of said warband. Etc.
Just spitballing ideas. So again.
1) faction is doing bomb runs, attacking the enemy keep via postern/main gates.
2) Other faction is capping BOs, turning in supplies and accumulating "points" while also being forced to play defense on the Bomb + their own Keep.
The "points" system via BOs/Supplies/Kills would be the slow/steady way to win. Killing the Lord via neutral bomb runs would be the faster/riskier way to win.
Again, just IDEAS. not a fully flushed out system....
But thats the type of gameplay RVR needs. 2 Paths to victory. More objectives in the RVR lakes that create a more dynamic gameplay approach as well as add a "finite" way to win, where if the game "turtles" it WILL end via the slow and steady route... So players know there IS a definite end that is REMOVED from "Killing the Keep Lord".