OUTPOSTS
Outposts are spread around Atys, built by either tribes or
homins. Some are of strategic importance, while others are for more
mundane things such as harvesting and hunting and trade. Guilds have
the ability to take ownership of the outposts and thus give themselves
a home, trade-post, or fort, whatever way they choose to use it.
Outposts in the more outer lying lands are harder to get a hold of and
tougher to keep.
When you conquer an Outpost, you won't directly get a reward or
a bonus. You'll have to actually use the Outpost. Gaurds come with the
outpost, a few squads, a guild with more dappers can invest in hireing
tougher squads to help repel attacking guilds.
One of the benefits of outposts is often their location, and the
resources available around the outpost which are of high importance.
Owning guilds will have to be financialy stable, as it seems that many
dappers are usually spent in upkeep on outposts.
When a guild gains an outpost, the Kami or Karavan, depending on whom
they are aligned to, will offer to put a Forage-Helper on that
outpost's land. These forage-helpers, the
Tree-Bores, which are Kami; and the Karavan
Trepans,
they will create an increase in the guilds ability to craft special
tools and weapons, with new specialized materials. These materials are
originally only available to that guild, who can then do as they please
with them.
Guilds will also be able to craft
Consumables and what are called
Catalysers.
Consumables are taken to increase stats a certain amount. Catalysers
are xperience enhancers that increase the rate at which you learn for a
short time.
Attacking Guilds
Outposts can be attacked by other guilds.
Attacking guilds have a certain amount of time to declare war, they
will have an attack battle that is up to them to choose when it will
take place. The Defending guild has this first war declaration time to
get their members together, but all of them aren't obligated to appear
for the first attack battle, as the squads are supposed to be able to
do their job to a certain extant. Its their job after all.
The next round goes to the Defending guild. If the attacking guild
killed a minimum level of the defending squads. The Defenders who after
setting a time, must defend their outpost from the attacker's
counter-squads, and any that show up of the attacking guild. Defenders
must reach the same level of kills as the attacking guild got to,
within the same amount of time.
When a guild has succeeded in taking over an outpost, the battle-level
the guild reached to conquer it becomes the new minimum threshold for
the outpost. It will be the level that any guild wanting to control
that outpost will have to exceed.
This threshold decreases over time, offering some protection after the
takeover, but it won…t stay long. The threshold will be at its maximum
during the first two days, then decrease by one battle level every two
days.
Buying squads
Default squads are given to both sides; however, they are relatively
weak. It is possible to buy new ones, about two times stronger. Also,
their spawn order can be chosen.. When a squad is killed, if it was a
paid one, it is lost forever. When there are no more paid squads, the
default ones are used.
Squads management
Squads appear in two lists, sorted in the order they will be spawned.
The first list allows to select the lists to be spawned at the
beginning of the round, the second one the squads to be spawned during
the round, thus allowing to setup strategies. A squad is paid when it
spawns, and is reimbursed at the end of the round if at least one of
its members is still alive.
Authorized persons among those owning the outpost can change this order
in the list. Changes during a battle have no effect on the current
round, but will be effective for the next round.
Squads power
Squads are considered as level 250, but with a level 50 defence, thus
allowing a low-level character to attack them. However, their HP
reserve will be larger than the one of a normal character and will
depend on the level of the outpost. Also, in each squad, there is
always a leader who has a defence corresponding to the outpost level.
Thus, a high-level outpost couldn…t be taken by only low-level
characters.
Conflict area
The conflict area is limited to the outpost perimeter; when you leave
the perimeter, you have to wait a few minutes before quitting the
Outpost combat though.