I would like to suggest a new thing for Balak. Currently, objectives are same on every continent, ascalon, garama, kalros, rivi, balak: destroy lamps -> destroy core. It's OG and everyone loves that, but you all agree that it won't stay like that forever as the server grows.
it's simple objective for main 3 continential fights since there are many territories to capture, but I think for balak we need something more complicated.
here is an idea:
there are 19 territories on balak, only 6 of them provide bonuses, all 19 territories will have pre-built layout of a defended town-like buildings, like barracks, houses, walls, towers, etc.
each time month begins, only those 6 territories with bonuses will have these structures and extra buildings, rest will be normal inhibs like in other continents.
First objective would be taking down walls, which will be by taking charges like normal, except there will be a big wall, with many lamps and weaker golems than usual. If you don't do walls, you won't have access to next objectives, which of course will result in attacker's defeat. Taking down walls should be very easy, but then there's other objectives.
Second objective would be barracks, ideally barracks would represent spawn point of defenders, so when they warp back, they are closer to walls, since barracks will be alot closer to walls than main inhib, after barracks (2nd objective) is destroyed, when defenders warp back, they will warp to their main inhibitor, which will be quite far from walls and other objectives after barracks.
Third objective can be towers, towers will have multiple defensive modules, and they will remain active and indistructuble until walls -> barracks is destroyed, that way people will have to focus up and destroy first 2 objectives to take down 3rd one, the tower(s).
this ideas and objectives can be changed by you guys, just suggest what you have in mind, main reason of this suggestion is to make objective need alot more people than usual, normal objectives just need 4 people and 5 minutes to get in core, which shouldn't be so simple at balak.
now about attackers, since defenders get so many buffs, here are attacker changes.
first of all, battle time cap will increase from 1 hour, to 2-3 hours.
then, instead of attackers having 1 inhibitor, they will have more, and more inhibs they have, more attacking modules they have.
for example, if we decide to give attackers 5 inhibitors, they can choose to get 5 different attacking modules, or 5 same ones.
each inhib destroyed by defenders will shut down that inhibitor's modules. So if defenders destroy attacker inhib with shield wall, attackers won't have shield wall anymore.
attackers will split spawn with those 5 or whatever the amount of inhibs they get.
attackers will also have one classic inhibitor (with core). If defenders destroy it, attackers lose. Defenders also can not attack main attacker inhib until they destroy the smaller inhibs.
Structure Conclusions:
1) Walls: (have to destroy this to access barracks lamps) normal long stretched walls, that have lamps with 10 block space between them, 2 charges on each lamp and alot weaker golems that can not be AI buffed or Bowed down, defensive modules do not affect these golems. Taking down every lamp will take down most of the wall (about 70% to make it look cool).
Taking down walls will grant attackers additional 10 minutes until fight expires (so about 2 hours 10 minutes in total or 3 hours 10 minutes, haven't decided it).
2) Barracks: a barracks looking building that is "spawn point" for defenders. This will be used to respawn defenders when they warp back, point is that it's closer to walls than defender's main inhibitor.
you take this down like you take down walls, except golems are completely normal, however lamps have alot more charges (maybe 6).
Taking down barracks will prevent defenders from warping back closer to the main fight, which gives attackers opportunities to destroy towers or wipe out rest of the defenders while backup is on the way.
3) Towers: towers will be afew buildings inside the walls that are indestructuble until barracks is destroyed. they can be applied with defensive modules. they are also very tall and somewhat merged with wall so attackers will have trouble facing indestructuble defensive modules while taking down the walls.
this is not a perfect suggestion, many of you won't like it but that's the reason why im posting it, I want you guys to adjust and suggest stuff, be open minded so server can grow further
it's simple objective for main 3 continential fights since there are many territories to capture, but I think for balak we need something more complicated.
here is an idea:
there are 19 territories on balak, only 6 of them provide bonuses, all 19 territories will have pre-built layout of a defended town-like buildings, like barracks, houses, walls, towers, etc.
each time month begins, only those 6 territories with bonuses will have these structures and extra buildings, rest will be normal inhibs like in other continents.
First objective would be taking down walls, which will be by taking charges like normal, except there will be a big wall, with many lamps and weaker golems than usual. If you don't do walls, you won't have access to next objectives, which of course will result in attacker's defeat. Taking down walls should be very easy, but then there's other objectives.
Second objective would be barracks, ideally barracks would represent spawn point of defenders, so when they warp back, they are closer to walls, since barracks will be alot closer to walls than main inhib, after barracks (2nd objective) is destroyed, when defenders warp back, they will warp to their main inhibitor, which will be quite far from walls and other objectives after barracks.
Third objective can be towers, towers will have multiple defensive modules, and they will remain active and indistructuble until walls -> barracks is destroyed, that way people will have to focus up and destroy first 2 objectives to take down 3rd one, the tower(s).
this ideas and objectives can be changed by you guys, just suggest what you have in mind, main reason of this suggestion is to make objective need alot more people than usual, normal objectives just need 4 people and 5 minutes to get in core, which shouldn't be so simple at balak.
now about attackers, since defenders get so many buffs, here are attacker changes.
first of all, battle time cap will increase from 1 hour, to 2-3 hours.
then, instead of attackers having 1 inhibitor, they will have more, and more inhibs they have, more attacking modules they have.
for example, if we decide to give attackers 5 inhibitors, they can choose to get 5 different attacking modules, or 5 same ones.
each inhib destroyed by defenders will shut down that inhibitor's modules. So if defenders destroy attacker inhib with shield wall, attackers won't have shield wall anymore.
attackers will split spawn with those 5 or whatever the amount of inhibs they get.
attackers will also have one classic inhibitor (with core). If defenders destroy it, attackers lose. Defenders also can not attack main attacker inhib until they destroy the smaller inhibs.
Structure Conclusions:
1) Walls: (have to destroy this to access barracks lamps) normal long stretched walls, that have lamps with 10 block space between them, 2 charges on each lamp and alot weaker golems that can not be AI buffed or Bowed down, defensive modules do not affect these golems. Taking down every lamp will take down most of the wall (about 70% to make it look cool).
Taking down walls will grant attackers additional 10 minutes until fight expires (so about 2 hours 10 minutes in total or 3 hours 10 minutes, haven't decided it).
2) Barracks: a barracks looking building that is "spawn point" for defenders. This will be used to respawn defenders when they warp back, point is that it's closer to walls than defender's main inhibitor.
you take this down like you take down walls, except golems are completely normal, however lamps have alot more charges (maybe 6).
Taking down barracks will prevent defenders from warping back closer to the main fight, which gives attackers opportunities to destroy towers or wipe out rest of the defenders while backup is on the way.
3) Towers: towers will be afew buildings inside the walls that are indestructuble until barracks is destroyed. they can be applied with defensive modules. they are also very tall and somewhat merged with wall so attackers will have trouble facing indestructuble defensive modules while taking down the walls.
this is not a perfect suggestion, many of you won't like it but that's the reason why im posting it, I want you guys to adjust and suggest stuff, be open minded so server can grow further