Glorious Alpha Two Testers!

Alpha Two Realms are now unlocked for Phase II testing!

For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.

You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.

Siege Timer Suggestion

The reason this timer was created was so a node can not be sieged consistantly until they lose and gives a city down time.  Intrepid stated that sieges have a set timer (3/4 weeks, not permenently set) that a node can be attacked which is reflected by the stage of developement of the defending node.  Intrepid has not dived into what can start a seige.  Most believe it would be the leadership of a local node making that decision.  "Hey guys, they have that one resource... and they have attacked our caravans before... their timer is almost down, lets siege them.- This timer seems like a lazy mechanic.  I would suggest a moba or RTS style initiation to sieges.  Nodes could send out troops based on resources spent.  There would still be the need to gain resources for seige equipment, food for troops, equipment for soldiers to travel towards a node but the travel time would give potential for more mechanics in the world.  Seing a group of NPC soldiers from a particular node pass could create powerful immersion to players and contribute to meaningful conflict.  That travel time could act as the 3/4 week period the team is looking for a siege initiation. This time could also be influenced by the NPC interactions on the road by either quests or conflicts by friend or foe.

Sending out a large resource that has meaningful travel time could open up the risks to an attacking force's home.


Sign In or Register to comment.