Scarbeus wrote: » I like this idea, but I think the caravan should become invulnerable once it gets inside the caravan building itself. Note that not all nodes will have one of these until they reach a high enough level or maybe one just hasn't been built by the mayor yet.
Sigtyr wrote: » I can imagine as an attacker the intensity and urgency ramping up as the caravan closes on the city in the distance. The magic of that moment kind of goes away if you can just continue attacking as it enters the city.
Warth wrote: » Navigating the Caravan through the nodes with collision, tons of players etc. would be scuffed as fuck.
Fynsil wrote: » Sigtyr wrote: » I can imagine as an attacker the intensity and urgency ramping up as the caravan closes on the city in the distance. The magic of that moment kind of goes away if you can just continue attacking as it enters the city. Yeah, urgency and intensity will be something that makes being a bandit really attractive to a lot of players. But, that urgency wouldn't just go away. There are still node guards, node mercenaries, and the caravan defenders who can fight back and kill bandits who are too reckless. If the caravan was under-prepared, it wouldn't have been an interesting fight anyways. But implementing a fight with node guards could actually make attacking a weak caravan more interesting from taking the risk of fighting the gaurds of the node. The idea of AoC is "calculated risk vs reward", and making intelligent decisions that reward the players who choose them. This just encourages more of that intelligent thinking and punishes those who are reckless.
BaSkA13 wrote: » I don't think Steven's idea is necessary at all. Why not simply make it so that when the Caravan enters the walls of the destination Node it becomes invulnerable/event is over? Making guards escort the caravan or whatever else they have in mind feels just unnecessary.
Diamaht wrote: » People will simply do the math on how many folks they need, and caravan raid groups would simply become large enough to overcome the guards.
Diamaht wrote: » Then they wouldn't have to anticipate where a caravan was coming from or track its movements they would just wait outside the building and jump anything that approaches.
Diamaht wrote: » You see this in Eve Online with gate camps. That's what would eventually happen here too. Lower tier nodes would simply become Low Sec and I don't think that is the intent.
Diamaht wrote: » It would also take the focus away from PvP. You are not really planning out how to attack players, you are planning how to wipe out guards before you get to the players. I would have a small scout team initiate combat at the "border line" while the main force is near the Caravancery (sp?) wiping out the guards. Once the guards are dead we would then proceed to clean up the players.
Dygz wrote: » Bandits don't have Bounties...unless they are Corrupted? I wonder how the Bandits would know the end location and race there in time to hide? Why wouldn't there also be Caravan defenders camped at the end location as well?
Sengarden wrote: » I think we might be needlessly inflating this issue. With the most recent updates to map size and average travel time, we now know that nodes will be a five minute walk to their direct neighbor. We know that caravans move at walking speed. We know that only nodes of a certain level (I'm guessing 3 or 4 and above) will have access to caravanserai.
Sengarden wrote: » With all this in mind, there will be a sort of gap in this "safe-zone pit-stop" defense mechanism, going by the logic of vassal node level caps. Visualized: 6 5 4 3 2 1 2 3 4 5 6