Forum Discussion
8 years ago
My $0.02:
The time requirement is not large. Guilds that make this a big effort in coordination, well, it's up to them if they think that's fun, but it's entirely not necessary. The rewards are based on your participating GP (the GP of the members who joined) and a loss is not a lot less in rewards. With Territory Wars comes tools the Guild Leader (and officers? Or just leader?) can use to tell people in game where to place defense fleets or where to attack or whatnot. Based on my play, I think this is more than enough to coordinate the guild. The majority of strategy here comes down to how you build your toons off the field.
Second, the time commitment is small.
Let me put this in another paragraph so everyone can understand.
The time commitment is very very small.
Here's how the phases go:
Phase 1) Press the Join button. Literally, for an entire day, that's all you need to do. Press one button.
Phase 2) Lay down defense. This will take maybe 5 minutes for the first time you do it. Maybe up to 10 if your smart and you use the squad builder to set up teams. then you just drop down a fleet squad and 5 regular squads.
If you use the squad builder, then subsequent events will take less than a minute. It goes like this: Click territory. Click Set Defense. Click squad builder. Click Assign on a chosen pre-made squad. Click Done. You can do all of that in about 15 seconds and you will have laid down all your squads in 1 - 2 minutes.
That's all you need to do for day 2. About 2 minutes worth.
Phase 3) The last day takes a bit more time, usually 15 - 20 minutes, but for many of us this actually occurs across two days, so it's not too bad. Here's where you pit some offense against the opponent's defense. Also, I would emphasize, this is actually the fun part. You get to play against you never would otherwise. Think of it as a sandbox playground. You can fight against gear 12 clone teams, or pit your mix n match gear 8 teams against the opponent's rag tag squad.
The time requirement is not large. Guilds that make this a big effort in coordination, well, it's up to them if they think that's fun, but it's entirely not necessary. The rewards are based on your participating GP (the GP of the members who joined) and a loss is not a lot less in rewards. With Territory Wars comes tools the Guild Leader (and officers? Or just leader?) can use to tell people in game where to place defense fleets or where to attack or whatnot. Based on my play, I think this is more than enough to coordinate the guild. The majority of strategy here comes down to how you build your toons off the field.
Second, the time commitment is small.
Let me put this in another paragraph so everyone can understand.
The time commitment is very very small.
Here's how the phases go:
Phase 1) Press the Join button. Literally, for an entire day, that's all you need to do. Press one button.
Phase 2) Lay down defense. This will take maybe 5 minutes for the first time you do it. Maybe up to 10 if your smart and you use the squad builder to set up teams. then you just drop down a fleet squad and 5 regular squads.
If you use the squad builder, then subsequent events will take less than a minute. It goes like this: Click territory. Click Set Defense. Click squad builder. Click Assign on a chosen pre-made squad. Click Done. You can do all of that in about 15 seconds and you will have laid down all your squads in 1 - 2 minutes.
That's all you need to do for day 2. About 2 minutes worth.
Phase 3) The last day takes a bit more time, usually 15 - 20 minutes, but for many of us this actually occurs across two days, so it's not too bad. Here's where you pit some offense against the opponent's defense. Also, I would emphasize, this is actually the fun part. You get to play against you never would otherwise. Think of it as a sandbox playground. You can fight against gear 12 clone teams, or pit your mix n match gear 8 teams against the opponent's rag tag squad.
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