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Revolutionary change: Cabal offense/defense dynamic

 
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Kalist19
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Joined: 19 Jan 2004
Posts: 1153

PostPosted: Mon Oct 09, 2006 9:31 am    Post subject: Revolutionary change: Cabal offense/defense dynamic

I don't know if any of you have been thinking about this but I have come up with a great idea.

Make darkhaven mobs (outlaws and whatnot) attack Knights on sight. Make Valour mobs (Knights and what not) attack Legions on sight. If one side captures a cabal item, their mobs no longer autoattack the enemies.

This will help even the odds in outmanned group battles (2v1, 3v2, etc). For argument's sake, let's say 3 Knights want to become familiar with 1 Legion. The most likely way for the 3 Knights to initiate contact with the 1 Legion is for them to raid the cabal. Under this system, they would be attacked by mobs in Darkhaven, giving the lone Legion a little help against the holy gangbang of doom.

I believe this would be viable since mobs can recognize cabal'd people (unafilliated would not be attacked by mobs in either city). By no means would this change put the fight in the favor of the defender in a 3v1 and might not help him out much in a 2v1, but at least it would help a little.

What about anthema, you ask? Switch it around a little. Think of it as a crusade. Let any goodie with hometown valour see anathema flags. When the flag is collected, money goes into Knight cabal bank.

As I said, this system would do a little bit to help the defender, be it Knight or Legion, in an outmanned situation. At least it adds in a dynamic that defenders can try to use to their strengths (run through them if hurt, summon enemy to split group and rely on guards to delay his partner, etc).

Now look at this through the eyes of the guys on the offense. Ok, we have to plow through some mobs to get to the guy we want to gank. No big deal, right? We obviously have the advantage or else we wouldn't be on offense in the first place. Being the defender he gets some home-court advantages, but we should be able to overcome that easily if we keep our game faces on and work together.

What about group fights, you ask? Simple. Meet in a neutral area, or whoever thinks they are stronger can attack the other, retreat to hometown, battle back and forth through Thera, etc.
Brains over Brawn
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Dahlin



Joined: 08 Jan 2006
Posts: 99

PostPosted: Mon Oct 09, 2006 10:17 am    Post subject:

I like it, just tone down the non-ubermobs maybe and only let the uber ones attack flagged targets.
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Slade
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Joined: 17 Mar 2004
Posts: 666

PostPosted: Mon Oct 09, 2006 10:22 am    Post subject:

Revolutionary way to turtle even harder Laughing .
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Davor



Joined: 16 Jan 2004
Posts: 229
Location: Seeogra

PostPosted: Mon Oct 09, 2006 10:48 am    Post subject:

i love kalist, but i don't like this idea. Slade nailed it... its turtle's turtle. Watch me as I run wildly thru Valour swarming with uber special forces, watch me hide behind Arishel...

wonder if kalist would come up with this brilliant idea if he wasnt 3 members short Banana

Regarding the read, I would agree that perhaps contracted people should get attacked in Darkhaven. If that not already in... cause Anathema's in Valour get the shaft...

but nice to see some new ideas hashed out.
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Davairus
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Joined: 16 Jan 2004
Posts: 10351
Location: 0x0000

PostPosted: Mon Oct 09, 2006 2:25 pm    Post subject:

Its pretty clear that Legion's always gonna be the underdog, always got less numbers and less support, so they'll lose every time if they try to fight toe to toe like this sort of thing. I'm looking into new Legion skills that actually avoid or dismantle gangbangs, especially while flagged, should be more appropriate a response to the status quo.
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Kalist19
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Joined: 19 Jan 2004
Posts: 1153

PostPosted: Mon Oct 09, 2006 9:01 pm    Post subject:

Oh well. Swing and a miss =(
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