Updated Castle Siege concept
Updated Castle Siege concept
How to make sieges more interesting, motivate more players to participate in them and create conditions where the same guild won't be able to hold a castle for too long.
Guild limits 35/40 | Free alliance creation: no | Siege buff: yes Always automatic registration for the siege of TOP 3 guilds by rating.
First siege (after opening the server)
- Standard
- 3 attacking guilds without alliances
First defense
- Standard
- 3 attacking guilds without alliances
After 1 successful defense
- Neutral castle at the start of a siege, all participants start as attackers
- 2 attacking guilds and 1 owners guild also attacking (all without alliances)
After 2 successful defenses (if during the siege with a neutral castle, the guild that previously owned the castle won again)
- 1 attacking guild (top 1 guild from the rating) + 1 guild (from the top 10 rating) with it in alliance
After 3 successful defenses
- 1 attacking guild (top 1 guild from the rating) + 2 guilds (from the top 10 rating) with it in alliance
Explanations:
Neutral castle on siege: just before the siege, the castle becomes neutral, as it's like on the first siege on a new server, and the defenders guild automatically falls into the ranks of the attackers.
Alliance - in normal mode, no one can make alliances. If the owners of the castle defended it twice in a row, then the top 1 guild, which will go on a siege, will have the opportunity to create an alliance. An alliance can only be created with a guild that is in the TOP 10 rating. After three successful defenses and further, one more guild can be taken into the alliance.
At 22:00 on Saturday, the TOP1 guild has the opportunity to create alliances. At 12:00 on Sunday automatic registration for the siege. If the guild has not created an alliance with anyone in this period of time, then when registering for a siege, one of the TOP 10 guilds with which you will have to go to the siege will be assigned to the alliance. So, in your interests, you will need to learn how to create military alliances.
At 12:00 on Saturday: 1) if it's a first defense after a change of owners and there are 3 guilds in the alliance that own the castle, then only the weakest guild will be removed from the alliance (if there are 2 guilds in the alliance, then the alliance will remain as is). That is, for the first time it will be possible to defend the castle in an alliance and the alliance guild will receive another additional week of ownership of the castle. 2) if it's is a second defense, then the alliance of the guild owning the castle is automatically destroyed. You cannot defend a castle in an alliance more than once.
In other words, if you captured a castle together with an alliance, then the first defense can be done by two guilds of the alliance.
At 23:00 on Sunday, the alliance is automatically destroyed for guilds that could not capture the castle while in the alliance.
The alliances themselves will now be used exclusively for castle sieges. In normal mode, you will not be able to be in an alliance if you do not own a castle.
To summarize:
We get 3 types of sieges:
- Standard, where 3 guilds attack and one defends.
- Neutral castle, where the defenders also start as attackers
- Attack of the alliance, where the top guild gets the opportunity to attack along with helpers.
The main point of the alliance attack is that there is only one attacking side and no competitioon for the castle switches. We are creating the best conditions for the most promising guild, for the battle for the castle. And automatic registration by rating will reduce the possibility of participation of fake "dummy" guilds.
This concept works on all our servers.
Short version:
If no one was able to take the castle from the owners, then we play a siege once with a neutral castle. If still not successful, then we give the top guild an alliance and send them to the siege, where there will be only one side of the attackers, so that no one interferes with the switches.
See Also
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