Right now, the meta for flag capture is
everyone pile on the flag!, because the more attackers you have standing around the capture zone, the faster the flag flips, and the more defenders you have in the capture zone, the slower the flag flips. This is ostensibly capped at a certain number of people, but the issue is that you don't have to
do anything to flip the flag. It's just about having more numbers than the opposition. This is where Active Flag Capture comes in.
Concept
Instead of standing in the capture zone, and the flag automatically destroying itself just because you're standing next to it, attacking players should be required to actively burn the flag (like you do with a siege engine). This would bring a new dynamic into the mix because people flipping the flag would be taken out of the combat numbers. Those players would need to be defended by their allies while burning the flag so that they are not interrupted. The numbers benefit would remain (still with a cap); the more people burning the flag, up to 6, the faster the flag goes down, but that would be balanced by the fact that it would leave you with less people to fight the defenders. Defenders would have to kill the flag burners first, then douse the flames (like you do with a siege engine) to restore the flag. Dousing the flames would also take them out of the battle, so defenders would have to decide whether restoring the flag is more important than killing the attackers.
Once the initial flag is burned, it will enter a neutral state, as it does now. But there could be a cool-down period between "burning" the old flag and "raising" the new flag, during which time its state cannot change. This would help the defenders by giving them more time to regroup and try to destroy the attackers before they can complete the flip. The cooldown would be slightly shorter for the original owners of the keep.
Raising the new flag would be similar to burning the old one, and would require up to 6 players to actively raise the flag. If the flag raising is interrupted by defenders to the point where there are no attackers actively raising the flag, then it immediately falls back to neutral. At any time when the flag is neutral (after the initial cooldown period), defenders would also be able to re-raise their own flag, which would also fall back to neutral if they were all interrupted.
Mechanics Summary
- Burning: The aim here is to whittle down the flag over time. Players activate the flag to initiate burning. Burning continues until the flag is destroyed, unless cancelled by the player or the player is interrupted by an enemy attack (by "interrupt" I mean something like bash or Venom Arrow; something which stops channelling). It would take 45 seconds for 1 person to burn the flag, down to 10 seconds for 6 people (that's 45*3/4^(x-1) seconds for x people). I'm not sure what the current rate is, but it seems to be quite fast when there are a lot of people there. This formula aims to keep that general rate.
- Dousing: The aim here is to create enough leeway to quickly restore the flag. While a flag is not being actively burned, it remains on fire. This does not degrade it further, but it also does not automatically restore itself while the keep remains "under attack". To restore the flag, defenders must activate it to douse it. Each dousing takes 4 seconds and a flag requires up to 9 douses to be restored, depending on how much it has been burned. One dousing instance must be fully completed for it to count - if cancelled by the player or interrupted by an enemy, the douse must be restarted. Up to 6 people can be dousing at once. A flag cannot be doused while it is actively being burned.
- Neutral: The aim here is to focus on the opposition, not the flag. During the neutral phase, there would be a cooldown period during which the flag cannot be interacted with. This gives the two sides a chance to consider the state of the other flag(s) in the keep, and work on thinning each other's numbers. The neutral period would last for 20 seconds, or 15 seconds if your alliance was the original owner of the keep (the Home Alliance).
- Raising: The aim here is to always keep someone on the flag. Activate the flag to start raising the new banner. If at any point no player is raising the banner, the flag drops back to neutral. There is no cooldown here, so either alliance could immediately start raising their own banner. It would take 30/sqrt(x) seconds for x players (up to 6) to raise their flag.
Some More things for Flags
- Add a third flag to the courtyards of Medium and Large keeps to make the capture process more interesting.
- Add a fourth flag on the upper rear balcony of Large keeps, for the same reason.
- Move resource flags into the Tower so the Tower needs to be sieged to gain access, to increase capture time and defensive options.
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