Details and Timers: Albion Online Building territories

Details and Timers: Building territories
For each building territory, you have to choose one single 2 hour time slot. For example, say you choose 20:00 to 22:00 server time
The first hour of the time slot is reserved for the 5v5 GvG fight
In the second hour of the time slot, the siege plot attached to your territory becomes attackable and buildable on.
During that time, if the siege plot is empty, you can construct a new Albion Online Item on it. If it already contains a siege tower, you can attack and destroy it
If a siege tower is just being finished on the plot, or if it was already there at 21:00, it will become invulnerable (protected by an energy field) if and only if it has been standing for 30 minutes. So even if you just finish a siege tower at 21:55, you’d still have to defend it until 22:25 before it is safe until the next time slot.
Once the siege tower is “safe”, the guild who owns it automatically gets an attack on the attached territory, to happen on the next day at the pre-defined time slot, in our example, at 20:00 the next day.
On the next day, after the attack has taken place, again, at 21:00 the siege plot containing the tower becomes open to attack in the open world.
The result will be that the actual GvG attacker will then have to defend their siege tower, whereas the GvG defender will try to wipe it out to end the siege

Consequences of new system
We hope that in the new system, we will see constant smaller skirmishes over the resource extractors – independent from specific time slot
With regards to territory fights, we feel that the above system is much better rounded and also quite cool in that it creates structured 5v5 fights and also potentially larger and epic fights over the siege towers
The main concern with the AO Silver over the old one is that fights over siege towers happen in the open world and could become quite zergy. This is mitigated by the fact that as a defender, you can ignore them and simply focus on winning the 5v5 that follows
On top of that, if we see excess zerging becoming an issue in the new system, we would tweak our in game mechanics and possibly also add a (non-exploitable) anti-zerg algorithm based on the size of your *actual* group (i.e. “group” being determined based on behaviour, such that you cannot exploit the system by indirectly playing together without being in the same guid/alliance/group)

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