First off, I'm just theory crafting here. I'd welcome any suggestions. But the primary goals should be a system that is fun, fair, and balanced even if one side is drastically underpowered.
There's 6 faction cities for which battles are fought for ownership. Minoc, Moonglow, Skara Brae, Trinsic, Vesper, & Yew. Britain should have a different goal/purpose IMO. (unsure what yet)
Sieges would be held every two hours. Before the siege starts, it would teleport out all non-aligned players within the defending town. There is a NPC Commander for each side whose death signifies a victory. Additional NPC help and buffs would also strive to ensure battles are balanced. Number of current holdings, as well as active participants influence this additional assistance.
For example, an even fight with equal town holdings would have about 10 NPC defenders with about 1000 hp and different spawn points. These different spawn points would mean that you wouldn't have to kill them all, but some should be required to kill between the town entrances and the boss.
-- A 20 person offense vs 10 person defense with only 1 holding would have 30 NPC defenders, with more of the defenders sticking together. A severely outnumbered team like this example would also receive a 33% hp increase. A 3 to 1 outnumbered team would receive a 50% hp increase. An attacking force which has fewer numbers can also receive similar benefits.
Whichever side kills the opposing faction commander, wins the battle. The attacking commander would be harder to kill due to a higher density of leashed NPCs in the campsite. If the defending commander is still alive after 45 minutes, the defenders win and receive points and possible rewards from their leader. More faction NPCs with near guard-whack abilities can repel any remaining enemies in the town.
Victorious contributers of significant damage done/taken/healed would receive points for faction gear and also a small chance at arties/replicas. The losing side would receive half points. If one side wins 3x in a row, they will NOT receive a chance at arties.
Whichever side wins, the system would then pick city at random for their next siege. If one side has no towns, the system randomly picks 1 for them to attact. (increases npc help/desparation buffs)
Inactive players would be teleported out of the area or reported and suspended from factions.
Healers would be faction based, with a healer at the attacker's campsite outsite the city. Reduce stat timer to 20% for 3 min.
This system should self-balance itself to the point where every battle is competitive. Extremely strong factions would usually be fighting for control of a 5th or 6th town, with a near 50% win rate.
There's 6 faction cities for which battles are fought for ownership. Minoc, Moonglow, Skara Brae, Trinsic, Vesper, & Yew. Britain should have a different goal/purpose IMO. (unsure what yet)
Sieges would be held every two hours. Before the siege starts, it would teleport out all non-aligned players within the defending town. There is a NPC Commander for each side whose death signifies a victory. Additional NPC help and buffs would also strive to ensure battles are balanced. Number of current holdings, as well as active participants influence this additional assistance.
For example, an even fight with equal town holdings would have about 10 NPC defenders with about 1000 hp and different spawn points. These different spawn points would mean that you wouldn't have to kill them all, but some should be required to kill between the town entrances and the boss.
-- A 20 person offense vs 10 person defense with only 1 holding would have 30 NPC defenders, with more of the defenders sticking together. A severely outnumbered team like this example would also receive a 33% hp increase. A 3 to 1 outnumbered team would receive a 50% hp increase. An attacking force which has fewer numbers can also receive similar benefits.
Whichever side kills the opposing faction commander, wins the battle. The attacking commander would be harder to kill due to a higher density of leashed NPCs in the campsite. If the defending commander is still alive after 45 minutes, the defenders win and receive points and possible rewards from their leader. More faction NPCs with near guard-whack abilities can repel any remaining enemies in the town.
Victorious contributers of significant damage done/taken/healed would receive points for faction gear and also a small chance at arties/replicas. The losing side would receive half points. If one side wins 3x in a row, they will NOT receive a chance at arties.
Whichever side wins, the system would then pick city at random for their next siege. If one side has no towns, the system randomly picks 1 for them to attact. (increases npc help/desparation buffs)
Inactive players would be teleported out of the area or reported and suspended from factions.
Healers would be faction based, with a healer at the attacker's campsite outsite the city. Reduce stat timer to 20% for 3 min.
This system should self-balance itself to the point where every battle is competitive. Extremely strong factions would usually be fighting for control of a 5th or 6th town, with a near 50% win rate.