So this just a slight modification on the previous Haven discussions. There has been some progress in atlas roll-out, and it has generated a few very obvious shortcomings, this proposal is aimed at addressing a few of those. These aren’t “my” ideas , or at least not all of them, and the credit goes to the original proponents.
We need to get a proper constructive discussion going on the pro’s and con’s, so we can get somewhere.
Haven-zone: A specific zone that a team controls that cannot be conquered. Reason is to have a scenario where a team cannot be totally vanquished off their land, it has the added benefit of having more peace-loving teams also have a piece of the world, without feeling completely neglected.
- A separate “pocket” dimension continent.
Each team has a “pocket” dimension continent, that uses the same portal technology that is currently in game. This zone has a lvl 2 status, and the “shard reward” from poachers are
a) the multicolored reward you see during PVP-NML poachers. But at the “bonus” level of slightly above what shards yield when all multipliers are exhausted.
Eg. lets say you usually get 10 shards / poacher. But with a zone matched color you get 100. The idea would be that you would now get say 20 shards/poacher.
b) random? paid for? shard color.
- Set Haven
Teams have the ability to “Declare Haven” on a single zone they control - restricted to a level 2 zone - which would spawn a “zone shield” similar to the pvp shield, but basically covering the entire zone. The zone-shield should have one of a few functions - rejects entry by non team members, or gives massive debuff/weakness to enemy primes that enter. Otherwise you will still get a lvl 500 with a lvl15 taunter sitting on the mines.
Workaround for teams that have “no-land” currently, is that they can go claim a haven as soon as the world expands again.
A new landmass, similar to the areas “rolled-out” where teams can go and claim a haven area.
This is very similar to option 1, except there is no “pocket” dimension, it simply has a more “travel to destination” feel than a portal.
Those are the basic haven concepts, however this comes with an important change that needs to be made in the main game as is currently
Safe-zones -----> change to NML zones.
Reason: The current safe-zones “functioned” as homes for teams that couldn’t control land, this was the intended function. Instead, it has now become part of an exploitable mechanic, where teams would go camp outside an enemies zone – essentially “staging” there, and then wait till the other team is offline and attack, as soon as the team logs in and defends, they retreat to the safe zone, with no risk of retalliation. There is even a fairly widely used exploit where they use this to reinforce with 1 troop primarchs so you cannot claim a base, or similar where they turn around and can attack you, but you cannot attack them.
This would make travel a lot more interesting, and would fix the mechanic-flaw where a team/multiple teams can use safe zones to essentially gang up on you, without the ability to effectively counter them (they can attack you, but not you them).
So those are the proposals for Haven , and the counter that if Haven-zones are declared, safe-zones should cease to exist, or become a lot less prevalent.
Thoughts, opinions, discussion?
Please stay on topic - we REALLY don’t care if you think team X is mean, or team Y cheats, or team Z are visa-warriors