Town Raids / Town Battles

DeletedUser

Proposal
Town Battle / Town Raid
This proposal is not new. It has been suggested here: Town Battles, Town Raiding, Town Brawls in different formats by different players

Current Workaround
There is no current workaround other than to Fort Battle or continue duelling as we do now.

Details
The reason for this suggestion is that as a pure dueller on one world, duelling over and over again doesnt provide the same game strategy level that fort fighters get. Im looking at this as an option to enhance game satisfaction. As a dueller it would be great to go up against more than one other dueller at the same time in the streets of a town.

When thinking about this I wanted the highest risk to lie with the raiding town and I wanted this feature not to detract from fort battles, duelling or any other aspect of the game.

The Town Battle/Town Raiding would be a modification of the current Fort Battle engine except that the layout would be like looking down on the existing town layout including the market and tree/s. Although no walls, there is a game boundary around the town. The sectors would be divided throughout the town for strike and cover purposes. Movement would work similar to how fort battles work.

1. Towns of a certain size (possibly 49800) or containing 10 members are the only ones that can be raided. A raid must come from an existing town of the same size or smaller. A town with no treasury funds can not be raided.

2. At the time of the raid announcement, a defending town can call on a posse of out-of-towners to assist in the defense. For this effort those helpers will be rewarded in dollars in 2 payments. A. for showing B. For a successful defense. In this the game creates a Marshall type level of player who duels and assists in town defenses. It also removes the ability for small or emerging towns to be wiped by crusading larger towns. It also allows for town members not to have to participate in their town's defense, however an attacking town can only call on its own town members. A member of a town cant participate in a town attack raid within the first 48 hours of joining to stop town jumpers for raiding purposes.

3. Attackers would line up on one of two sides of the town. The numbers would be reduced to something like 30 V 30 or possibly smaller, maybe 20 V 20.

4. If a defender takes position on the rooftops of buildings the left handed weapon is used. In the street the duelling weapon is used knives included. Your option for rooftop or street level is chosen at registration for the defenders. The damage level is scaled to fall inline with duelling weapons or visa versa. I thought about windows but too hard to implement. I thought about the attackers having the ability to scale the rooftops as well, but this is probably too hard to implement because the weapon would change from duelling to left handed.

5. A rooftop defender can change from one roof to another during the battle, but cant shoot from the street or use their duelling weapon (same reason as listed in 4)

6. Landing in an adjacent sector to an opposing player, enables you the chance to duel that player using the current duelling engine based on a luck roll. If there are other players in adjacent sectors they can also attempt to duel you.

7. Winning: 1. All the attackers or defenders are defeated/passed out. 2. The Town Market or some other icon is breached?? The winners take a small percentage of the bank treasury of the town as most established towns have large treasuries. I was thinking .5 - 1% per survivor plus a bonus, which is game generated and not town related for attackers and 1.5 - 2% plus a game bonus for surviving defenders from the attacking towns treasury. This puts the highest risk of loss with the attackers.

8. Towns cant be raided in succession. An attacking town needs to attack 5 other towns before returning to a previously attacked town. An attacking town cant attack another town within a 24 hour period of its previous attack. A town cant be attacked twice in a 48 hour period.

9. There could be box drop rewards similar to fort battles.

10. At the end of the battle, the town still exists as it did before the raid and life goes on. There is no ghost town option or anything to ruin the game play of builders, questers adventurers and the like. The rewards are cash, drops and satisfaction based on strategy, plus achievements.

Considerations:

1. A raiding town needs to include a certain percentage of dueller class players?
2. Workers get defense bonuses in towns
3. Your ability is based on some calculation around duelling level, level and skills - someone else can figure this out.
4. Possible location bonuses throughout the town for certain classes similar to fort battles.
5. Surrender before engaging: A treasury % goes to the raiders, which goes into the attacking towns treasury only. Still registers as a raid against that town. No individual reward.
6. Sector bonuses work in reverse. Less is more. Your ability to dodge is enhanced by not having others in your sector.
7. Adrenalin factor applies to last man standing - HP or Bonus boost similar to a buff.
8. Run out of Town - Attackers flee but can be attacked by the defending town within a 12 hour period.

Abuse Prevention
I have included these as considered above.

Visual Aids
close your eyes. Now imagine the Fort Battle overview but with the town and abstract sectors to allow easy movement throughout the town.

Summary
Its been put forward as a development option many times which shows that there is a real interest in this area from the players. It can add a new aspect to the game which could benefit all types of players and doesnt take anything away from the current game play. Even though it works like fort battles, it would need to have aspects specific to town battles.

Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes/No
 
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DeletedUser

4. Incorporate the current duelling engine into this to appease pure duellers. When in an adjacent sector to an opposing player you can attempt to initiate a duel. This attempt has the ability to succeed or fail based on factors whatever they may be.

If this was going to work, I'd say Appearance would be used to initiate a duel and Tactics to stop a duel from happening.
 
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