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City Defense Messages in this topic - RSS

erraticombatant
erraticombatant
Posts: 4


11/1/2017
erraticombatant
erraticombatant
Posts: 4
City Defense:

As a City grows, it gains the ability to construct various defensive structures as though it were a shipyard.
The amount and type of defenses would depend on the current population of the city.

The Ruler of the city would have the option to build, upgrade, or downgrade defensive structures.
This would cost them the same amount of money as though they were building their own Defenses, however, these structures would belong to the city and would not count towards their Military Logistics.

City Defenses would automatically be set to "Guard Location", but it could be possible to allow a Vote to ban certain Guilds or Corporations from the city.
For banned Guilds/Corps, the defenses would attack any and all Military Assets of theirs entering the grid location.

Positive Effects:


- Encourages players to actively attempt to build and support cities, as there would be an added benefit of extra protection.
- Gives a place for Scoundrels and Criminals to hide assets, as cities that they are on neutral/good terms with would naturally defend them from any Corps trying to hunt them down.
- Additional Politics in the form of Ban List
- Gives more meaning to the Population of Cities. If the people in the city dwindle, the entire city loses access to the Defensive Structures, and they will automatically be salvaged.

Negative Effects:


- Large Guilds could potentially make cities almost impregnable once they reach a certain population. Their defenses + the city ruler and their guild could become impossible to defeat, stagnating battle
The system could be abused, especially by large guilds, to essentially handicap other players for whatever reason

edited by erraticombatant on 11/6/2017
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