TERRITORY CONTROL, again.

Emdash

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Sep 22, 2021
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I was reading a review of a game on Steam (DUNE AWAKENING,) and I saw this line: "The Deep Desert resets every week, so no player or guild can make a lasting claim on a specific spot."

It inspired me.

Before, I felt that it was smart to make it so that it was harder to hold spots that are more valuable, but I never thought of something like only being able to build structures that would be less sturdy and, over time, shamble. I think that would be a big upgrade.

I see it as places where building is free and easy, where people can put their little strongholds and villages, and then maybe two other zones, maybe one type of area where you could build something that has to be rebuilt again in a month and one type of area where it must be built in a week.

Let people have refunds for their TC and let GMs move their mats to their place of choosing, then remove the shit in the two types of zones. Let there be a decent amount of area where people CAN build stuff freely, but for instance, in the jungle, you should be building camps. In GK, you should be building camps. Holding GK keep or Top Keep should be highly desirable. This will help people get over their pixel attachment. It will make the game move better, and it will CREATE CONTENT. They want sieges, but building shit on day 1 is similar, ey?
 

Emdash

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Sep 22, 2021
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AND, in regards to keep owning guilds, they can expand their territory, and their owning the territory would make it harder for non-approved people to build ( and maybe offer some bonus d?) It would take longer or whatever.