Something I face all the time is groups not wanting to take a single resource because they think it'll pull every enemy alliance to defend. Of course by not taking any you slow down the siege, giving ample time for them to show up.
Let's give people a real reason to take resources.
Slightly nerf the buff guards get from resources, because taking a keep that the alliance has no desire to defend is a boring grind due to endless CC's and ridiculous health bars.
Add a buff to defending players within the area around and within the keep. Here's why I think this would be great.
First, players should decide the battle, not the army of NPCs.
Second, this would force enemies to consider taking some or all the resources first, giving defenders a reason to defend them.
Third, each resource can buff certain things for the defenders. Here are my suggestion.
Mine = Buffs stamina damage
Lumber = Buffs mag damage
Mine & Lumber = having both buffs siege damage
Farm = Buffs health.
The buffs don't need to be massive, just enough to make resources worth the effort to take and defend other than guards being annoying.
Edited by DrSlaughtr on May 25, 2021 8:23PM I drink and I stream things.