Concept Idea for Territory Wars
Idea:
Instead of fighting on a single planet, have guilds battle for control of the galaxy.
Preface:
Each guild begins on its own home planet. By battling PvE teams, they can take control of other planets. Once a planet is captured, the guild has a 2-hour grace period to set up defenses. After that window, the planet becomes vulnerable and can be claimed by another guild. If another guild defeats all defensive teams on the planet, they take control.
Defense:
There should be a 2-hour grace period after capturing a planet for assigning defense teams. After that, no more defenses can be added. For every hour a team remains on a planet, reduce their stats by 10%. After 10 hours, if they haven’t been defeated, they are automatically defeated. This could use the stamina mechanic from Conquest.
If no guild controls a planet due to auto-defeat, PvE teams return and the planet becomes contestable again.
Rewards:
Planets can offer different types of rewards:
Territory Points (the guild with the most points at the end of the event wins first place)
Kyrotech (similar to Mandalore in Territory Battles)
Character shards (for new or existing characters)
Notes:
Rosters should refresh every 2 days to make planet conquest more of a coordinated guild effort.
Territory Wars should be a 4- or 6-day event, possibly alternating with Territory Battles.
Allow 4 or 8 guilds to participate in the same Territory War to increase competitiveness and balance rewards.
Monetization Ideas:
Make some planets accessible only by certain factions (e.g., a pirate-only planet).
Provide character-specific bonuses on certain planets. Example: Exegol could give an offense bonus to Supreme Leader Kylo Ren (due to the Sith Holocron) and a defense bonus to Sith Eternal Emperor (due to Force lightning or Star Destroyers).
Bonus Content – Ships:
Ships could form blockades above planets, requiring a space battle before ground combat.
Ships could travel via hyperspace lanes connecting distant areas, serving as fast travel routes or strategic points.
Bonus Bonus Content – Guild Research:
Introduce guild-wide research to improve performance in Territory Wars.
Members can donate gear or currency; officers choose the research paths.
Examples include boosting planetary defense or unlocking access to special planets.
Monetization: Allow members to buy research points to speed up progress.
Potential Concerns and Responses:
Concern: The old Territory Battle is simpler for new players.
Response: Keep the original format available for lower-power guilds.
Concern: A 2-hour grace window is hard to coordinate globally.
Response: True, but guilds can pre-select target planets. This adds interactivity and strategy for individual members.
Concern: Guilds from a single time zone may be disadvantaged.
Response: Also true, but it encourages time-zone diversity. Smaller guilds are likely under the power threshold and can still use the old format.