How about we start with some basics like:* Guard Tower policy can now be set to "don't shoot at blues of your own race"* Allies of ARAC/Red clans become Rogue
Quote from: Wyverex on June 20, 2018, 08:12:15 amHow about we start with some basics like:* Guard Tower policy can now be set to "don't shoot at blues of your own race"* Allies of ARAC/Red clans become RogueYou can set them to attack enemies only- which means they will leave racial blues alone. Same with the bank, you can leave it closed to enemies only.
You talk a lot about different ways to earn "points" to win a victory, but little about what is won and lost.
For racial alliance wars to work there must be shared potential to gain and to lose something that really matters to players. Also racial changes as you suggested would be very detrimental, the easy racial changes Ub3r have been handing out need to end once racial war fronts becomes a thing in the live game. The reason being is the game needs to foster racial alliance identity in the player base, I think "realm pride" is the term used in RvR games. But to put it in DF context being able to easily switch racial alliances would be akin to players constantly switching clans.
I purposely left it out because I don't know what should be the rewards for winning beside bragging rights. We have to be careful not to make winning team even more stronger with rewards.
I agree in principle but what if you are constantly on the weakest faction? People will eventually quit because their faction is hopeless. Many vets would want a challenge and will be motivated to join the weaker side.