rendolpheb16_ESO wrote: »1) No one can respawn inside the FC if the area (Big radius of FC) is near an undersieged keep.
rendolpheb16_ESO wrote: »1) No one can respawn inside the FC if the area (Big radius of FC) is near an undersieged keep.
What's the point of placing a "50.000" AP camp than, when defending a keep?
You can still blood-port to most faction held keeps on the map, even if resources and transits are down. The travelling will be cut of when the keep is contested. So if you can't use FC when your own keep is under attack, it servers very little purpose for defenders.
This design would heavily benefits attackers. They already place their FC (if any left) outside of the contested keeps radius. You cannot place it closer to enemy held objects anyway, by design. This restrictions wont affect attackers at all.
While defending forces places a FC within the keeps radius, court yard, tower or outside the wall, close to one of the doors. This because enemy zerg naturally controls the area around the keep and eventually the outer yard.
So it's not a balanced solution imo. Attackers and defenders needs to benefit or suffer equally from camps (or lack of thereof).
I really like ZoS proposal about a cool-down on camp resurrection. Probably one of the best solutions I heard so far.
This would only promote big raid groups.In fact make all seige weapons craft only too , along with repair kits . A seige should take time and resources with money . That would add to the economy in game and make raid groups be more strategic , instead of zerging . If it took a day to make all those seige , you're gonna protect them and maintain them with repair kits .
This would only promote big raid groups.In fact make all seige weapons craft only too , along with repair kits . A seige should take time and resources with money . That would add to the economy in game and make raid groups be more strategic , instead of zerging . If it took a day to make all those seige , you're gonna protect them and maintain them with repair kits .
should be goodrendolpheb16_ESO wrote: »2) Only those who died in the radius of the FC are allowed to spawn back.
xsorusb14_ESO wrote: »Ya know...They could of kept Forward Camps quite honestly if they just added say a 2 or 3 minute stacking Rez Penalty to it.
First time you rez there, your stats and your recovery stats are reduced by 20%. Second time you rez within 3 Minutes, Stats and Recovery is reduced by 40%
and so on...
I enjoy Cyro without camps, but sometimes they might come in handy. But not in a shape they were before.
- Add a radius limit, which was mentioned many times already (you can ress at camp only if you die within it's radius)
- Add a ress timer, so you can't ress at the camp for some time if you just ressed at it
- Increase the cost, add rank limit, so only ppl with rank, say seargant or higher can place it. And limit amount of resses.
Guild camps or group camps might be a solution, too.
Horse routes wouldn't be empty because not everyone could port, but groups/guilds would have the oportunity to do smallscale without the risk of a long way to ride.