I dont think you'll need the to have a online defence for the bank 24/7. Because the money is the towns, but if you have been robbed, then maybe have some sort of higher state of defence in the town, fx i you have been robbed in the last 48 hours, then your hiding stash is gonna have double effect? Maybe the guards should have a slight bonus as they are aware, but maybe the attackers should also have an advantage. Fx if you KO an NPC guard, then they wont be able to defend until they have got 4-6 hours to recover.
Just wondering if these ideas will do for now
I still stand by the idea, of the amount of money gained is determined by how many robbers left who succeds in "Robbing the bank", and they'll get money according to there level.
ALSO if it's gonna be like some huge impact activity, and a lot like fort fighting. Then here is my proposals for robbing.
Well the map, is up to the devs to decide, but it needs a lot of strategic points and way to get to the bank. The robbing is gonna go much faster, and you got 3 moves. each move can be used to move 1 square/shot with leftgun 1time/use dueling weapon.
But the damage is gonna kinda different, like some caps fx. the main gun is effective at a range of 8 up, but it will lose damage or hit chance if the targeted enemy is under 8 squares away. Handguns, or just ranged dueling weapons, should have a damage/hit chance boost of 3x if the enemy is between 3-7 squares away, and if you wear a melee weapon then you'll only be able to hit the enemy if they are 1 square. But you'll do 5 times dmg as it comes with rist to get closer.
So guns for long range, fx if trying to root out enemies, handguns for medium range, as they have a much higher chance of hitting cause of smaller weapons. Melee weapons for melee combat, they got massive damage, as it can be riskfull to get close and out of cover.
So to make it more interesting i have thought of class bonuses. Making them much more specialized for their purposes.
WORKER: Gets an bonus 5% chance to hit, and if defending bank the worker gets 8% instead. This should make them purposesfull snipers, smiting on the attackers from behind. Workers in FF aren't the highest hp fighters and will love to just be a sniper. They also receive 5% damage increase if using guns. Effective against duelers and soldiers.
Adventurers: Gets 1 extra move point, that can only be used to move a square plus 2% dodge chance, and 3% instead if attacking. This should make it very usable for them to use melee weapons, so they fx can root out snipers and take them down using their bonus move point and their dodge chance=anti worker.
Duelers: Gets an extra 8% damage increase if the enemy is hit. Also they get an 12% damage increase instead if it's a soldier they hit. Handguns always got an 12% damage applied extra on top of the bonus hit/damage bonus. Duelers are hardhitters admit it the should take the snipers down. ANTI soldier
Soldiers: I dont like hp tanks, and this bonus is probally get them stronger 4% damage neglected. They take 25% less damage from melees. This should make them guards. Making them able to block the adventurer if he wants to go melee, because of their toughnes.
Extra edit: NPC should use guns always, but the better the bank, then they should be able to change to melee/handgun/ weapon, and they should have some AI cleverness, so they dont just stand at one spot.
NOTE: The following bonus aren't needed at all if this aint gonna be like fort fighting in 3-5 times speed. Just thougts i think of.