Cyrodiil, on the Map, the land, should be divided up into areas, tiles, say as a Hexagonal Tiled Grid. All the land of Cyrodiil will be in some area (tile).
- Initially each castle "owns" all the tiles around it up to 1/2 to the nearest castle.
- Points are scored by how many Tiles an Alliance controls.
- A tile will change control IF an opposing Alliance builds a Palisade somewhere within the territory of tile.
So I think this is a really great idea for the following reasons:
- It is a modest enhancement to current Cyrodiil and so something ZOS might be able to find bandwidth to pull off. It's not a complete make over of PVP requiring large scale changes to PVP/Cyrodiil. It is pure extension to the existing system.
- It will take the tactics and strategy of game play up to the next level. It will completely re-energize Cyrodiil.
- It will spread out PVP game play throughout all of Cryodiil and should greatly solve the current horrendous lag problems. Right now Cyrodiil is a lot of empty space you ride through with everyone bunching a few locations.
- It opens up whole new vistas of game play. Big groups tackle Castles. Small groups can scrum over Palisades and a general area of tiles. Small groups could do Patrols. Small groups could "man" a Palisade. Single players can "scout" enemy tiled areas to locate where Palisades have been placed etc.
- It opens up a whole new Blue Ocean where ZOS can do incremental changes to PVP game play for years to come. e.g If an Alliance owns X number of contiguous tiles they get Y points or Z buff (like the current Emp buff, Enemy Keep buff). A Player in a tiled area controlled by their Alliance gets a buff. Certain tiled areas are neutral and may only change control by Challenge. Once every Point Count Interval each Alliance sends a Squad for a BattleGround-like combat. (The BG system is leveraged as well!!) The winning Alliance team owns that area (tile) for scoring until the next scoring interval Challenge. Certain areas (tiles) can be controlled by a SINGLE player by standing in a small Battle Circle. An Alliance may change control of the Tile only by a 1v1 Challenge. (Sort of a King of the Hill thing). A Group will automatically travel with Rapids IF they are within a area controlled by their Alliance. An Alliance could tactically create a "road" by controlling a string of connected areas (tiles). (Boy, I love this some much I'd just get rid of Transit Shrines in Cyrodill alltogether. An Alliance wants to send a couple of large groups as an invasion force to X. Send N small teams to create a Rapids Road for the Army. Want to "head fake" the opposing Alliance. Make it look like you are putting together a Road to the North and invade East.) Anyway tons of options, possibilities.
It's easy to think of all kinds of different variations. I didn't want to give any details because it could go so many way. But what is nice is the development work by ZOS can be done small incremental changes over time.
By Palisade: It could be anything. Maybe it's plant a large flag. Could be a special kind of Camp Tent. Could be an actual small, defensible wooden Palisade. Maybe a small stone Tower.
Maybe all of those.
Initially an Alliance controls an area by planting a Flag. IF the Alliance retains control for X number of consecutive scoring cycles, the Flag converts to a Camp which supports Rezs. After Y tics the Camp becomes a Palisade which is defensible and allows for Transiting-To. After Z tics of ownership the Palisade converts to a tried and true Stone Round Tower Keep similar to the ones found by all Farm/Mining/Lumber resources. Maybe a smaller 2-story version. The scoring points increase for each level palisade in that zone/tile.
In summary, it looks like a reasonable development effort extension to the current PVP system. Initially the size of a tiled area could be pretty large. It would be super fun with Alliance strategy and tactics taken to a whole new level. MOST IMPORTANTLY IT WILL SPREAD OUT GAME PLAY AND REDUCE LAG. Did I mention, IT WOULD SPREAD OUT GAME PLAY AND REDUCE LAG?