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Post by Twidle Dum on Mar 27, 2013 21:37:20 GMT -5
If simple skirmishes are the order of the day then this topic is unnecessary. However it is my concern that upon conquering a keep there is great trouble thus far in holding one.
"Capturing it was easy. Holding it will be hard."
I believe the root of the problem is that keeps, supply depots and castles are little more than capture points, they hold no significance. They are simply tokens used for bragging rights. Which as I stated above if so then there is no necessity to hold onto them.
My idea at this point is to instill significance to these so-called 'capture points'. That not just any rag-tag guild can claim a keep for their namesake. That a guild, to even be considered worth a 'guild' in the Mists has to hold onto their prize.
But ah responsibility, if a guild risked losing face in so claiming a keep and then losing it how do you get around the loophole of all guilds simply not claiming keeps. Monetary incentive. Related to the topic of 'coffers' money can be requisitioned from the war fund by guilds holding their battlements. So upon not only receiving unofficial recognition they also have their war expenditures covered somewhat. Of course they'll probably have to pay members to sit in a keep for hours just watching it, but that is their choice.
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Post by alaric on Mar 27, 2013 23:31:15 GMT -5
easiest way to hold a tower: Let them knock the wall down, stack up and rush them when it falls. bottle tears. Move on. Im kidding but only slightly. I do this all the time in T2.
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Post by aliistaire on Mar 30, 2013 11:50:42 GMT -5
What me and my guild would do is let them down the gates. And the whole time they're downing the gates we're building ballistas and arrow carts. Works pretty well. If we're feeling extra cocky, we'll just throw down mass invis and jump down.
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