The Mechanics I'm Suggesting:
1. Outposts Should Give Buffs to Keeps that Make Direct Assault Nearly Impossible, Even if No Defenders are Online.
Why? Because doing this shifts the focus from direct keep assaults to more prolonged battles over outposts. There are many smaller battles that can culminate in a final climactic battle as opposed to just the final push against the siege. It leads to more PvP content overall and helps prevent ninja sieges in that defending guilds will know there is a battle coming when people begin to push their outposts.
People who love small group PvP should also love this as an active battle for outpost control would likely focus around small groups as opposed to zerg vs. zerg while people who like the big battles will still get that in the final assault on the keep.
2. The Buffs Shouldn't Be an On/Off Switch, They Should Build and Decay Over Time.
Why? Because the implication otherwise is either outposts will be insanely tedious to flip, or that this won't prevent ninja sieging. If say, the buffs are at 100% after three days of holding all outposts, and at 0% after three days of not holding any outposts, then this gives a bit of lead-in time for the assaulted faction to either defend and reclaim their outposts and/or prepare for the siege on their keep. Hopefully that gives a long period of really intense small group fights for the more contested sieges.
I'd also point out that the buffs may not need to be a linear process. If three days is the time for 100% to 0% that doesn't necessarily mean one and a half days would be the time to 50%. It can be curved to fit the desired affect on siege balance.
3. Outposts Should be Fairly Cheap to Rebuild
Why? Because otherwise it becomes a war of say, an NA guild goes and wipes an EU guild's outposts every time they go to bed to just make the costs rack up. That's not the point of this system. The point of this system is to see which guild has the power to control the area outside the keep in question more consistently and to create fights. So while some cost is appropriate it shouldn't bankrupt a guild to rebuild outposts that get wiped during their off hours.
4. Outpost Points Should be Set Just Like Keep Points
Why? Because then the devs can set points that they think will lead to engaging fights, as opposed to players setting points that will be the biggest pain the butt to take. It's a big of loss of player freedom, true. But it makes sense for the same reason it makes sense that they are going to limit where we can place the keeps themselves.
5. Outpost Should Have Alarms When Attacked, and Specific Names / Other Ways to Identify Which Outpost is Under Attack
Why? Because it will lead to more fights if players can quickly identify which outposts are under attack and send reinforcements. The advantage isn't overwhelming without maps though, you still actually kind of have to know which outpost is which.
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No timers. More fights. No ninja sieges. Attackers having to spend time to destroy or claim something that took time to build.
However the time they need to invest is time fighting instead of time grinding so it's not tedious if what you want is PvP. It should actually be a ton of fun. Those are the reasons I suggest this system.
1. Outposts Should Give Buffs to Keeps that Make Direct Assault Nearly Impossible, Even if No Defenders are Online.
Why? Because doing this shifts the focus from direct keep assaults to more prolonged battles over outposts. There are many smaller battles that can culminate in a final climactic battle as opposed to just the final push against the siege. It leads to more PvP content overall and helps prevent ninja sieges in that defending guilds will know there is a battle coming when people begin to push their outposts.
People who love small group PvP should also love this as an active battle for outpost control would likely focus around small groups as opposed to zerg vs. zerg while people who like the big battles will still get that in the final assault on the keep.
2. The Buffs Shouldn't Be an On/Off Switch, They Should Build and Decay Over Time.
Why? Because the implication otherwise is either outposts will be insanely tedious to flip, or that this won't prevent ninja sieging. If say, the buffs are at 100% after three days of holding all outposts, and at 0% after three days of not holding any outposts, then this gives a bit of lead-in time for the assaulted faction to either defend and reclaim their outposts and/or prepare for the siege on their keep. Hopefully that gives a long period of really intense small group fights for the more contested sieges.
I'd also point out that the buffs may not need to be a linear process. If three days is the time for 100% to 0% that doesn't necessarily mean one and a half days would be the time to 50%. It can be curved to fit the desired affect on siege balance.
3. Outposts Should be Fairly Cheap to Rebuild
Why? Because otherwise it becomes a war of say, an NA guild goes and wipes an EU guild's outposts every time they go to bed to just make the costs rack up. That's not the point of this system. The point of this system is to see which guild has the power to control the area outside the keep in question more consistently and to create fights. So while some cost is appropriate it shouldn't bankrupt a guild to rebuild outposts that get wiped during their off hours.
4. Outpost Points Should be Set Just Like Keep Points
Why? Because then the devs can set points that they think will lead to engaging fights, as opposed to players setting points that will be the biggest pain the butt to take. It's a big of loss of player freedom, true. But it makes sense for the same reason it makes sense that they are going to limit where we can place the keeps themselves.
5. Outpost Should Have Alarms When Attacked, and Specific Names / Other Ways to Identify Which Outpost is Under Attack
Why? Because it will lead to more fights if players can quickly identify which outposts are under attack and send reinforcements. The advantage isn't overwhelming without maps though, you still actually kind of have to know which outpost is which.
________________________________
No timers. More fights. No ninja sieges. Attackers having to spend time to destroy or claim something that took time to build.
However the time they need to invest is time fighting instead of time grinding so it's not tedious if what you want is PvP. It should actually be a ton of fun. Those are the reasons I suggest this system.