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Suggestion: have a cost in glint to flag attacker on a caravan (3 birds 1 stone)

Zapatos80Zapatos80 Member, Alpha Two
edited January 15 in General Discussion
Right now, risk/reward is well balanced for the driver. Risk a ton in caravan parts/commodities, but potential big reward in gold.

Attackers, however, have literally 0 cost to zerg down a caravan, lose nothing if they fail the attack, and win all the rewards if they win. At most they risk their own caravan, but since they can ambush a caravan fairly close to destination, there's very little risk there for the massive reward they get. And while defending a caravan can be a generous act and/or done for political reason, there's little reason to randomly defend a caravan compared to attacking it.

My suggestion is to add a glint cost to flag as an attacker. Part of this glint is deleted, part of this glint is added in a reward of some kind that the defenders who were there when the attack flag happened split at the end of the run. The cost to flag as an attacker could potentially scale depending on the quality of the caravan.

This would be a 3 birds 1 stone. First, it deters zergs from obliterating caravans with 0 risk. Second, it's a glint-sink (the part that is deleted out of the economy). Third, it rewards defenders who actually defend a caravan succesfully with some extra loot. The more attackers they repelled, the more rewarded they are at the end of the run.

Comments

  • VeeshanVeeshan Member, Alpha Two
    edited January 15
    Defenders risk - 1 caravan and 1.2g of glint with current caravans
    Attackers risk - 1 caravan (2 if they the one they attack is larger) 40-80s in summon beacon

    seems pretty fair tbh atm defenders dont waste as much time as attacks aswell since the attackers need to locate a caravan aswell to hit where defenders already know where it is and where its going.

    Also take into account of gold split if they do zerg u splitting a 10g caravan with 10 people is only 1g compared to a solo caravan getting through would yield driver 10g, also note it be harder to zerg caravans later when world gets larger aswell since playerbase will be spread out more and not as population dense that it is right now.

    They should probaly make spawn area around the node a bit larger though and remove the notification pop up so it a little easier to not be scouted when spawning one atm it to easy for 1 person to do laps around the node to find somone spawning it since 1 lap take the same amount of time as it does for caravan to set up so u can always scout them if ur looking.
  • ChicagoChicago Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 15
    Veeshan wrote: »
    Defenders risk - 1 caravan and 1.2g of glint with current caravans
    Attackers risk - 1 caravan (2 if they the one they attack is larger) 40-80s in summon beacon

    seems pretty fair tbh atm defenders dont waste as much time as attacks aswell since the attackers need to locate a caravan aswell to hit where defenders already know where it is and where its going.

    Also take into account of gold split if they do zerg u splitting a 10g caravan with 10 people is only 1g compared to a solo caravan getting through would yield driver 10g, also note it be harder to zerg caravans later when world gets larger aswell since playerbase will be spread out more and not as population dense that it is right now.

    They should probaly make spawn area around the node a bit larger though and remove the notification pop up so it a little easier to not be scouted when spawning one atm it to easy for 1 person to do laps around the node to find somone spawning it since 1 lap take the same amount of time as it does for caravan to set up so u can always scout them if ur looking.

    Defenders risk more than that, usually you are risking up to 10g for a full built basic caravan with a BoB, 1.2g in glint, potentially hours of time and up to 15g in commodities depending on where you are headed

    Attackers risk their own caravan yea but most smart attackers pick their battles and attack a few minutes out from the end location meaning that there is next to no risk involved for their caravan, a becon also only costs 30 silver, it is super unbalanced ATM

    There should be a glint reward for a successful caravan defense, enough for the defenders to launch their own caravan from the destination point, obviously this would need to be tuned so it's not exploitable, maybe 1 reward per hour

    Also costing glint to opt into an attack isnt a bad idea
  • Zapatos80Zapatos80 Member, Alpha Two
    edited January 15
    You risk absolutely nothing attacking non-stop until you win. If you lose, then you lose nothing. The risk of attackers only comes if they WIN (their caravan), but since attackers can also choose to attack near the end of the journey, the risk to their caravan is pretty much zero (close to destination, already won the PVP fight).

    Choosing to attack should incur a risk, win or lose, otherwise it's a free attack with 0 risk or loss if you lose, and rewards if you win.
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