Some suggestions for faction warfare

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    • Some suggestions for faction warfare

      Here are some suggestions for faction content that will appeal to more types of players than those that do packages and outposts:

      1. Increase the fame from killing outpost guards and grant them a chance to drop city hearts, crests, and baby mounts of their faction type. The fame rewards, in my opinion, should be equivalent to t7 blackzone roaming mobs. Faction flagged players are at approximately as much risk as blackzone players are even though factions are Royal continent based, so blackzone level fame is justified. These mobs are realistically soloable in ways the faction bosses are not, so this gives solo players a specific type of content that also focuses them on certain areas of each cluster, enhancing the chance of pvp encounters. Additionally faction outposts are typically owned by the closest royal city, so this forces players to leave their royal city’s biome to farm the guards.


      2. Some resource nodes in a biome should be the “Royal Stock” of that biomes Royal city. These nodes can only be gathered by opposing factions and they grant a city heart once they are fully gathered. This rewards gatherers for being adventurous and helps mix more faction flagged players across the royal continent.


      3. There should be miniboss versions of the faction bosses that spawn in zones and patrol their roads based on what factions own that zone’s outposts. These would be like the relic minibosses or harder in terms of difficulty, with a subset of the faction boss abilities. Only faction flagged players could kill them. They would spawn on roads because (a) patrolling roads is cool and (b) it enhances the chance of conflict if players are sticking to roads to find faction minibosses to kill. These could drop faction items similar to the faction guards.


      And this is a wilder suggestion:

      4. Inspired by the occasional red vs blue ZvZ outside Caerleon and the importance of the Aquila to Roman legions, there should be a gate fighting mechanic outside royal cities where opposing cities steal city standards and display them at home. At the yellow zone gate into a royal city, a new pavilion area should be erected in front of the actual gate. There would be located two standards of that home city, guarded by a small complement of guards (but no catapults that far forward). Additionally there would be 4 slots for the standards of other cities to be displayed.

      Faction Players could amass outside an enemy city and attempt to steal any of the standards on display. If they made it back to their home city they could plant the standard in one of the 4 empty stands. This would lock that standard in place for 24 hours, at which point anyone could come and steal it again. Standards would be stolen permanently until another city steals it or takes it back.

      These standards would have a non-fighting purpose: as a source of a daily power hour buff that players could activate. Each home standard would provide a +10% fame bonus and each enemy standard a +5% fame bonus (max 40%) if present when the player activates their individual power hour. Even non faction players could enable the power hour, but to sweeten the deal for faction players they get 5% enemy faction points for each enemy standard their city owns

      Standards owned by a city would show up on the world map along with any lockout timers. Stolen standards would be visible on the world map so faction players could chase after them and steal it back. All players in the home city would be notified if enemies start killing guards or stealing standards, giving players an opportunity to flag up and participate in a big battle.



      Lastly, since I know Albion players are very particular about the lore, I shall offer up a lore explanation of all these suggestions.

      1. The faction guards have become battle hardened veterans in their fight against the other royal cities, thus it is more noteworthy when they are slain.
      2. For economic reasons, it is important for a royal city’s ruling class to have a stock of resources reserved for them. Thus each royal city has tasked their mages with encrypting a set of resources so only the elites can harvest them (no players are elites). But each royal city also has magician code breakers working to break these encryptions. When players faction flag, they are provided with a set of codes that will break the encryption of the enemy cities. But the codes change constantly in a cryptomagical arms race. So players can’t just faction flag up once to get the codes.
      3. In the back and forth build up of war and animosity between the royal cities, each city has come to the conclusion that they need to bring more, better soldiers to stay competitive. Thus the faction minibosses have been trained and unleashed.
      4. Humans attach irrational levels of meaning to certain symbolic objects. The Faction standards are one such symbolic object. The daily power hour is a swelling of pride that a player gets when he sees how many standards his city owns.
    • Lanzier wrote:

      1. Increase the fame from killing outpost guards and grant them a chance to drop city hearts, crests, and baby mounts of their faction type. The fame rewards, in my opinion, should be equivalent to t7 blackzone roaming mobs. Faction flagged players are at approximately as much risk as blackzone players are even though factions are Royal continent based, so blackzone level fame is justified. These mobs are realistically soloable in ways the faction bosses are not, so this gives solo players a specific type of content that also focuses them on certain areas of each cluster, enhancing the chance of pvp encounters. Additionally faction outposts are typically owned by the closest royal city, so this forces players to leave their royal city’s biome to farm the guards.



      2. Some resource nodes in a biome should be the “Royal Stock” of that biomes Royal city. These nodes can only be gathered by opposing factions and they grant a city heart once they are fully gathered. This rewards gatherers for being adventurous and helps mix more faction flagged players across the royal continent.


      3. There should be miniboss versions of the faction bosses that spawn in zones and patrol their roads based on what factions own that zone’s outposts. These would be like the relic minibosses or harder in terms of difficulty, with a subset of the faction boss abilities. Only faction flagged players could kill them. They would spawn on roads because (a) patrolling roads is cool and (b) it enhances the chance of conflict if players are sticking to roads to find faction minibosses to kill. These could drop faction items similar to the faction guards.
      Other than eliminating Alliances, this is my new favourite suggestion

      I would just caution against giving too many Hearts away. Perhaps some other form of faction item could be gained from doing these tasks that gives direct fame! To make up for the upcoming nerf to Tomes