Territory Wars proposed changes
Hello holotable heroes,
this is just a thought and ideas to update the current state of Territory wars game mode.
i have been playing the game since shortly after the release and have made other suggestions throughout the history of the game with some being implemented previously.
this page will be about Territory wars that unfortunately can be fun but also fairly stagnant with most impact being gained from GAC and GC.
-idea one-
this is actually touching on a previous suggestion made - making each zone have an additional modifier that is randomised and selected at the start of the set up phase.
- some examples of this:
+tanks pretaunt at the start of the encounter for 1 turn.
+all other omicrons regardless of game mode activate.
+Galactic republic units gain 10% all stats at the start of battle.
+Tusken raider units when reaching 80%,50% and 25% health gain buff - for the tribe- ( counter attack 100% , when other Tusken raider attacks out of turn call all Tuskens to assist dealing 25% less damage.)
+when any unit is revived allied units receive a debuff of 5% to all stats.
+if all units are not G13 gain 140% to all stats.
+attackers gain 100% critical chance and 50% critical damage but lose 50% defence and 10% speed.
+Might of the Empire - at the start of the encounter spawn a summon unit of imperial commando with the tags imperial trooper, empire and imperial remnant.
+empty of the force- all Jedi, Sith and unaligned force users have their stats reduced by 50%.
+covert Ops - only 3 units may be assigned.
+Duel - only 1 unit may be assigned.
now I am aware that fleets are also something needing some work but that is a whole other mode to implement however these are some modifiers that could be interesting.
+ asteroid field - every turn take damage equal to 5% of max health
+solar storm - at the start of battle all units lose 100% protection and are inflicted with a stack of solar radiation and gain one stack at the start of each allied units turns - for each stack of solar radiation take 10% max health damage at 10 stacks this unit is instantly defeated.
+escape the pull of the maw - at the start of battle all units gain 50 stacks of pull of the maw every time that unit takes a hit of damage reduce the stacks by one when reaching zero that unit is instantly defeated.
+ fully prepared at the start of battle begin with 5 ships on the field.
-idea two-
this one is a little harder to implement and I am aware that a lot of people are upset that the current raid system only allows 1 raid that is viable ignoring all previous raids in the game.
to this effect adding another set of zones to the TW map - this won’t be a PVP section of throw more teams in - this is a zone that requires that you go against the previous raids slightly altered difficulty of course for the more legacy raids.
This will still require guilds and players to work together in taking down the boss and working through their stages and or waves to defeat them.
+Rancor raid option 1 CPit level.
Option 2 a max filled zone of raids that can be soloed by most players now days.
option 3 slightly easier than the CPit raid but still requiring atleast 10 - 20 teams to defeat (scales with the number of teams needed per zone)
+AAT and STR raid same premise as the rancor raid.
+ under the newer raids - this will be excluding the current raid and the Endor raid.
first allow all unit participating not just the select few - that will just handicap players to much.
second the guild as a whole must deal a certain amount of damage to the boss or clear a specific number of waves depending if looking at Naboo or at Krayt again scaling to the number of teams needed per zone.
-idea three-
this idea is likely to be the most disliked idea in my personal opinion.
make the TW the same length as the TB times.
+every 24 hours unit rosters refresh (even teams on defence)
+ if you defeat a zone on the map that zone falls under your control and is protected for 12 hours giving you time to fill that zone with a new defence that the opponents need to recapture.
each zone is also split into 2 with 25% of the teams needing to be fleets and 75% needing to be ground.
and each zone is classed as a planet or region of a planet (personally I prefer planet as you can then add modifiers for each specific planet)
the points for Idea 3 are gained in various ways
+by placing defensive units during the first set up phase.
+by defeating units that are on defence.
+ by clearing planets - yes if you clear multiple planets multiple times you get more points or if at the end of the 24 hours they all refresh to 100%
+ by holding planets at the end of the 24 hours.
timings - the first day of the TW is sign up - this should either be on the traditional time scale or brought a day earlier to extend the carnage and length of the event.
day two defensive set ups
day three offence through to day 6/7
i have mentioned the 24 hours giving and 12 hour marks of protection and points. The 24 hour period is classed as a standard event time slot from the moment the event starts eg 7Pm till - 7Pm. In terms of the 12 hours this for ease of fairness would end in the middle of these times 7AM
*** with the exception of the final day being no protective times ***
if you have made it to this point actually reading down the post you have probably come up with some thoughts and ideas of your own, I would love it if you would comment those thoughts and idea if you have a spare moment.