SuggestedTerritory wars V2

Responses

21 minutes ago

SHREDDERCHU

228 Total Respect

SHREDDERCHU

228 Respect

21 minutes ago

Let me see if I can find weak points:

  • It's a direct nerf to reviving cartels, you wouldn't want to spend more than 2 or 3 spots on outside revivers, so what's the point of having a specialised cartel.
  • The lockdown means that allies would want to weaken the opposing cartel before starting a war, while saving e and med CD on the cartel and ally members taking part, which isn't as effective on Alliances since it'll warn them of an incoming attack beforehand and give them time to make defensive walls if there's an ally boardering the threatened area, or an area the cartel especially want protected.
  • I'm worried about the AFK-Timer, since LL has recently fought an inactive cartel, if noone in the opposing cartel ever comes online will it just be a stalemate letting the defenders keep the area?
  • It could potentially become profitable to have allies not named in the system to war with for gains, have the war somewhat contested and then let defenders win, or swap a TT everytime a boost runs out

16 minutes ago

SHREDDERCHU

228 Total Respect

SHREDDERCHU

228 Respect

16 minutes ago

Will read all of this later and edit or post a new reply, but based on a conversation I've read in global, I have an idea

 

Based on some people not being able to be knocked off the wall currently, what if a cartel could use a not-insigificant amount of rep to launch a coordinated attack against a player.

The more rep used, the more slots available.

Multiple members are able to pile into a single strike, mix and match their grenades, and the strike has a countdown. If you want to make it into the strike, you must be online and manually join, but cartel leaders would have a new rank permission to allow higher ranked members to remove people from the strike.

I see two options:

Larger, noticeable (alerting) attack: the defending player is given notice through their events page, and on the war page live. 120 second window for attackers to sort out their lineup, and the same 120 second window for the defending player to use a velvet, change their equipment etc. 3-5 attackers max.

This has a small chance of also damaging another player of the team defending the attack who is also on the wall, the chance for which can be increased through high-rep cost cartel perks.

 

Smaller, sneak attack: 2-3 players max, 60 second preparation time. 10 second warning for the defender, warning removed for 2-3x rep cost. Same deal, adjust lineup, attack auto-launches. 

This only damages the one single target no matter what, but if it fails, 2x hospital timers for all attacking. 

 

Perhaps an additional cost of meds automatically deducted from the armoury based on the HP and BS of the team mounting the the coordinated strike.

 

Additionally, for the incoming skill tree update, a warring path (or whatever is similar) option to increase your fellow coordinated attackers BS by a small % of your own, and maybe HP, too.

 

Balancing all of this would be difficult, but I think would help give smaller cartels a fighting chance, given they prepare enough rep and meds prior to the war. 

 

Spitballing, so no worries if this doesn't sound like a suitable idea. Down vote to hell if you'd like <3

SCOTIA - 19/10/2026, 03:09:56

I don't see how this is too much different from how it works currently, except giving the defender prior warning to an attack.
Currently if your opponent is much stronger than you, the go-to is having weaker players attack them with a bunch of grenades, and then having a stronger player attack to do the damage, since grenades last for 3 minutes.
Dogs are also very useful for this, my dog took down Jablesi in a recent war by dealing the last damage, and he's multiple times stronger than me.