Suggestion on Outpost Mechanics.

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Sunleader
 
Posts: 180
Joined: 04 Dec 2017, 08:23

Suggestion on Outpost Mechanics.

Post by Sunleader » 15 Aug 2018, 02:27

There was alot of Debate on Outpost Mechanics.
From them Blocking Guild Monuments and only being Attacked during JH etc etc etc :)


I would actually Suggest a Different Approach after hearing someone in another Topic make an Interesting Point on it.


How about we actually give the Influence Zones some more Meaning.
And at the same Time give Outposts a Meaning that will work on all Servers and at the same time even give us some Meaningful PvP.



""
1.
Reduce the Outpost Minimum Distance to each other to about 50 Tiles.
2.
Outposts can only be Build inside your own Guilds Influence Zone.
3.
Outposts as they only get a Realm Claim can be Destroyed during JH.
But cannot be Conquered by JH.
4.
IBs will Allow Fighting for an Outpost. For that Purpose an Enemy Guild has to Place the IB into the Realm Claim of the Outpost.
If the IB is Won by the Defender nothing Changes.
If the IB is Won by the Attacker the Outpost will be Paying Tribute to the Other Guild for 1 Week until its returned to its Original Owner.
5.
Outposts will Change Owner when Battles move Borders of Guilds Influence Zones.
So if there is two Guilds Competing over an Influence Zone.
A Guild can Initiate a Battle using an IB to actually Conquer the Territory AND the Outpost Permanently.
""



This Suggestion would give us a Tremendous new Feature.
As Outposts would not be Snuck away from each other in Sneak Attacks during JH.
But instead would become the Source of Actual Battles which have a Meaning.
At the same time it would give Guilds a New Way to Deal with their Influence Zones and actually give meaning to the Idea of Fighting over an Influence Zone.
The Tremendously Large Influence Zone would become a Valuable Area to a Guild where it can Place Outposts.
Thus the Guild having a Reason to Protect and to use that Area.


In some cases we might even See actual Cities and Fortresses Arise from that.
With Military Outposts on the Outer Perimeter of the Guilds Influence Zone where Slaves Patrol the Area.
And Production Outposts on the Inner Circles of the Influence Zone where Slaves can Produce Goods.



You could even combine it with another Suggestion I am going to make in a Second.
Which is to allow Guilds to Pay Players for Working an Outpost.

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