A “Penalty Box” for all other teams that land on a castle after of the first enemy 5TA over X amount of troops with at least 50% representative Primarchs from each team in the alliance. This Penalty Box will apply to all other teams until the that enemy 5TA (Designated as the attacking 5TA) drops below Y troops and 25% representatives. At this point, a random 5TA escapes the penalty box and becomes the attacking 5TA.
For an example of representative Primarchs:
5TA, 50% = 3 teams ; 25% = 2 Teams
4TA, 50% = 2 teams ; 25% = 1 Team
3TA, 50% = 2 teams ; 25% = 1 Team
2TA, 50% = 1 team ; 25% -= 1 Team
1TA, 50% = 1 team ; 25% = 1 Team
To address a potential exploit of 1TA’s being used for defensive purposes, a single team alliance must have over 35 members.
I believe X troops should be equal to the default amount of troop kills required to bubble the selected castle.
Y troops should be 15% of X troops.
Additionally, all other castles owned by your team are temporarily bubbled to prevent immediate mass action on multiple castles against a single team. This temporary bubble status is active for 1 hour, and once activated will not be able to re-activate for another 3 hours. This is done so that a team can notify their 5TA and potentially their mega alliance that they are under attack and that within the next few hours they may or may not see an influx of teams hitting their castles.
While raid bubbles are on cooldown, Penalty Boxes on all other castles will also deactivate.
This will have 2 general outcomes. The first is when the attacking 5TA is defeated or retreats and the next 5TA selected to become the attacking 5TA is another true enemy. This is going to lead to a back to back assault and reset the 12hr raid timer. This will re-activate raid bubbles if this switch occurs after the raid bubble cooldown has been refreshed - but at least you only have to deal with them one at a time instead of all at once. This will allow mega alliances to remain intact but it becomes far less of an immediate swarm on all of a team’s holdings and more of a potential survivor series and an alert that a large raid against a team may be incoming.
Keep in mind, the entire time a 5TA is waiting in the penalty box, they are unable to attack or be attacked.
The 2nd scenario is when the next 5TA to become the attacking 5T is a member of your own mega alliance, or is a “friendly” alliance. In this case, your “friend” will be under the same rules to keep an active raid going, but will (hopefully) not attack you based on your relationship. So, waiting your turn is encouraged as it might be your team that saves your friend/ally team and gives them a bit of a break. This will allow your castle to potentially remain safe for 12 hours, so long as they do not fall beneath the requirements to keep a raid active on that castle. Again, if this switch occurs after the raid bubble cooldown is refreshed, it will also re-activate raid bubbles on all other castles owned by the defending 5TA.
You must meet the minimum troop threshold with over 50% Primarch representatives to inherit the “Attacking Team/5TA” position.
The attacking 5TA gets 12 consecutive hours to execute an assault/takeover on a castle so long as they have cleared the troop count requirement to activate the penalty box and are not cleared, do not leave, or drop below Y troops/25% representative Primarchs. If any of these occur, they are sent to the penalty box, and are unable to hit that team for another 1-7 days. They will automatically be placed into the penalty box on any castle owned by the defending team if they attempt to move onto a castle owned by the defending 5TA during this timeframe. We can debate the timeframe but I would think 24 hours is plenty.
Teams in the penalty box do not effect castle activities like troop reloading, etc.
If a team/5TA in the Penalty Box that has not yet been designated as an attacking 5TA leaves the castle from the penalty box or does not meet the requirements of an attacking 5TA to begin a raid before the first attacking 5TA is cleared, they do not incur the 1-7 day return penalty, nor are they selected in an ongoing raid to replace the attacking 5TA.
Ultimately, if you get a bunch of teams attacking you relentlessly at a castle back to back - you might stand a better chance to keep your castle, or you might not. If you end up with an ally that isn’t in your 5TA after you win your first round of defense, you catch a break. But after raid bubbles go down, the defending team is left wide open for the rest of Atlas to attack without any raid bubbles or penalty boxes for 2 hours.
A raid is successful when the attacking 5TA bubbles or conquers the castle.
**When a raid is successful by bubbling the castle, the Penalty Box and any active raid bubbles are disabled, but do not suffer a cooldown - only if there is not an active raid on another castle owned by the defending 5TA which has activated raid bubbles within the last hour. Additionally, the attacking 5TA does not suffer a return penalty.
When a raid is successful by conquer, the attacking 5TA is granted an hour long raid bubble on that castle, and the defending 5TA’s raid bubbles are disabled but suffer no cooldown - only if there is not an active raid on another castle owned by the defending 5TA which has activated raid bubbles within the last hour.**
Therefore, if a defending 5TA’s castle is bubbled or conquered in a raid during a period where raid bubbles are on cooldown, and at the same time there is an enemy 5TA on another castle owned by the defending that meets the requirements to begin a raid, then a new raid will begin with that 5TA designated as the attacking 5TA. and raid bubbles will re-activate. If there are multiple enemy 5TA’s that meet this requirement on any of the defending 5TA’s castles, one will be selected randomly to be granted raid/attacking 5TA status.