Advanced fort maps
I believe i am not the first who is talking about this topic, but that confirm that this is very welcome change:
Fort fights are becoming more and more dull and there are always the same strategies and all that stuff. Every single fight is the same..
That's why there should be created an advanced fort maps.
1. Natural obstacles:
For example: if east from fort is river then on left side of map should ran river and thus make left part umpassable. If there are mountains on north, on upper side of map there should be hills to make it umpassable. If there is forest on west side, then there should be trees (which may add a bit of defensive bonus due to hiding.)
2. Defences needed to build:
There can also be some extra defences that add no point in fort points but provide some bonuses for player who is holding it. They can be built up by workers and each level would require some products to gather.
PILLBOX:
Lvl1: space for 1 player only [req: 10 hammers, 10 saws, 50 woods, 25 nails, 10 iron rods]
Bonus: atk 10 def 15 elevation 1
Lvl2: space for 2 players [10 hammers, 10 saws, 100 woods, 50 nails, 20 iron rods]
Bonus atk 15 def 20 elevation 1
TRENCHES:
Lvl1: space for 5 players [req: 20 spades, 50 hay]
Bonus: def 15 elevation -1
Lvl2: space for 10 players [req: 20 spades, 100 hay, 50 wood]
Bonus: def 20 elevation -2
BARBED WIRE:
make certain parts impassable [req: 100 barbed wire]
3. Military ranks
They should be implemented.
For example:
-General [player who dig a battle, can rank others to that position]
-Captain [all black hat of attacking or defending town]
-Lieutenant [can set topic, give rank, all grey hat of attacking or defending town]
-Sergeant
-Private [anyone who join battle get that rank, allowed to talk in fort chat]
-Reservist
4. Fort class:
This one is more a novelty than improvement:
Make fort class beside character class..
a)Sniper
b)Frontiersman
c)Riflemen
d)cavalrymen
a) Sniper: get 5% more hits but weaker defence (for players with high aim but low dodge)
b) Frontiersman: dodge 5% more hits but hit less (for high dodge but low aim)
c)Riflemen: Balance between hit/dodge, get 5% more health in battles
d) Cavalrymen: Move two sectors per round instead of two, more effective from close range
If there are any questions i would like to answer to them