I like Irish rages idea that would so rock if it were do-able i say lets do it theres pleanty of unused areas they could redo i mean hey look at the whole mag thing they blew up a city how hard can it be to make.
Improving the current bases man there is so much every one complains about raiding everyone eleses bases cause they do this that and whatever so lets list teh pros and cons i have raided and defended all four bases hmm well five bases cause i defended minax when it was near papua, so here it goes
Minax-
Pros- long narrow choke point, gate house choke point, one way in one way out , before the great remapping it was 1 tile wide at certain points in the long pass certain death well defended by archers and dexxers with a few mages (see defenses of OUTCAST)
Cons- can only place posion traps, one way in one way out, you can grab items off the north wall from the bottom, outside of gaurd zone so red guilds can interere in the faction play
this base does start where the faction stone is located
Shadow lords-
pros- long narrow bridge, easy to defend with a few mages, three narrow 1-2 tiles choke points, CAn be a death trap if fielded properly (SEE defenses of SC and the current sl alliance)
cons- can only place posion traps, red guilds can interfere, two ways into the base,
sls base does not start till the middle of the long bridge, not where the faction stone is
Magenica-
pros- again a long narrow bridge, can use guards, can be defended with traps both posion and explode as well as the other two in town zone,now its not in guard zone, that turn into base is its only choke point with no visability can be a death trap if done right ( see defenses of KTFO)
part of this base is in town the first two steps otherwise its perrty much behind its faction stone
Cons- currently not in a guard zone reds can interfere, it is the smallest of the bases no where to fall back too,
True Brits
Pros- gate house and draw bridge makes a great choke point, inside the castle entrance makes a nother good choke point if done right (see outcast defenses and current tb alliance) Can use two kinds of traps and guards, got a whole city for resorces,
cons- its in a guard zone red teammates are useless half the time, the base is too big a thief can easly evade for hours in there, you need a top and bottom team as well as a courtyard team and a sig room team see place is too big to pull off a good defense.
tbs base the guard/townzone extends to the middle of the bridge so placing town traps ins possible in the town there the base dose not start till the middle of the draw bridge,
with that said i think a good fix would be to let all factions use any kind of traps in thier bases, that would make defending and attacking harder ebing as teh gm can now remove team traps so you can place and replace traps as you see fit to adjust to the battle.
i cant remember this faction system ever being 100% bring back chaos and order hehe
decker