I dislike this idea. I say put a poll on it so we can shoot it out of its misery and I don't have to read about another bank robbery.
Bank Robbing was already rejected ideas list
The raiders will spend their energy, health and special motivation.
What special motivation? do you mean you can do bank robbery once it gets to 0?
How much energy will be spent on this?
How would the Attackers/Defenders know there is going to be a bank robbery? I would suppose that once 30 people showed up to my town hotel i would have a good idea I'm getting robbed.
Cost?
For the game to even let you know that you have to pay $20,000 would tell you that the bank owner has a lot of money, so then you would keep trying to rob the same town until you didnt find it wanting anymore as the succussefull attempts would bring the cost down and then you would go find another target.
I really dont like this idea based on the fact that towns have no true way to move the cash to another town or facility or have real protection for the towns money especially with the npc guards being bribed.
I think you have put a lot of um words into the Attackers but you have left out a lot of what the defenders can purchase for their town aid/protection from such robberies.
Suggestion: Possibly for an extra undisclosed amount a town can make their town seem like it has $2,000,000 even when they don't. So when a town is attacked the attacker has no clue what actual amount they have in the safe.
Give defenders the ability to buy weekly duelist bonus - in case they are robbed that they are able to fight back
Double-Crossing NPC-guards - increases the chance of the guards not to backstab the town owners but to actually fight harder against the robbers and get additional HP added to the NPCs to make them harder to take down.
Attackers dynamite and run away... why dont they stay in the square for 5 rounds... why do they have to run back to red zone. What if several blue defenders cut them off from all the zones to the red zone that they cant get there in time or ever. Once you step out of the gray zone then the dynamite should fizzle out. Stay with the dynamite... otherwise you aren't going to get any west-monopoly money.
I think there needs to be more reward for the defenders in the idea... as of right now your idea only benefits the bank robbers and while that is true in real life, this is a game and you need to have a game reason for having a conflict that allows for the good guys to win and keep wanting to win.