Fort Battles: Difference between revisions

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===The towers===
===The towers===
Towers give the highest protection. They provide bonuses for aim and dodging, as well as an extra bonus to their specific class. Each character class has its own tower. The towers' class bonuses only apply to their respective classes (eg. a soldier on the workers' tower gets no bonus). The bonus is always depending on an attribute. This is strength for workers, mobility for adventurers, dexterity for duelers and charisma for soldiers. Players of other classes only get the tower's base bonus.
Towers give the highest protection. They provide bonuses for aim and dodging, as well as an extra bonus to their specific class. Each character class has its own tower. The towers' class bonuses only apply to adjacent players of their respective class (eg. a soldier on the workers' tower gets no bonus). The bonus is always depending on an attribute. This is strength for workers, mobility for adventurers, dexterity for duelers and charisma for soldiers. Adjacent players of other classes only get the tower's base bonus.


'''Tower bonus'''
'''Tower bonus'''

Revision as of 23:31, 26 September 2010

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Fort Battles

The only way to take over the fort owned by another town is by attacking it. For this a town's counselor of the attacking town goes to the fort and calls for a battle. Over the next 24 hours players from the attacking and defending towns should go to the fort to attack or defend the fort.

Calling a fort battle

Only a town's Counselor or Founder can call a fort battle. He/she has to go to the fort to do so. An attack costs $1500 on a small fort, $5000 on a medium fort and $10000 on a large fort. The money is taken from the Town Treasury of the attacking town. The battle takes place 24 hours after the hatchet is dug up.

Join a fort battle

To take part in the fort battle you have to go to the fort within 24 hours after the battle is called. Players from the attacking town can only take part as attacker, players of the defending town may only take part as defenders. Players that are not a member of a town that is allied with the fort may join either the attacking or defending side. As soon as a fort is under attack a report is sent to all affected players. You can see what battles have been called in the fort overview, which also stores a record of recent battles.

Positioning

As soon as you join a fort battle you may choose your starting position. As attacker you may only select a spot in the red area, as defender you may choose a spot in the blue area. With a second click you select the desired target location. Your character will try to reach this spot. You can change the starting position and the target location with drag and drop at any time.

If more than one person has requested the same starting position, the person belonging to one of the participating towns gets placed first. If this doesn't solve it, the person who positioned himself first gets placed first. If you haven't chosen a position you will be placed randomly in the area of the attacker or defender, depending on which group you belong to.

You can keep doing normal jobs and dueling other players after joining a fort. You can move around on the map, and do everything else as before. However, your player must be located at the fort in order to partake in the battle. Once the battle that you are in has commenced, you cannot do any other jobs, you can also not leave your town or be kicked out. You may also not join any other fort battles. You have to wait until the battle is over to do those things again.

In the fort battle

In a battle defenders and attackers are standing across from each other. It's the attackers goal to capture the flag and to hold it for 5 rounds or to beat all defenders. The defenders try to hold the fort for 55 rounds or to beat all attackers.

Sectors and fields

On the map are sectors and fields. Each field can hold exactly one player. In each sector there may only be players from one battle side, either attackers or defenders. Per round each player can shoot once and move once. They can move into an adjacent sector as long as there is no player from the other team and as long as there are still open fields in the sector. It is not possible to move into a diagonal sector. Some sectors have special features, or add or remove skill bonuses.

Shooting

Each player shoots automatically at the closest enemy that they can see. It is not possible to shoot at an enemy that doesn't meet these requirements. If you have a neighbouring sector as target sector you automatically shoot at the closest opponent in this sector. It is not possible to shoot at a player from your own team.

Visibility

The grey area shows which fields you can not shoot at. You can still see players and movements in grey areas.

Distance

The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.

Damage

The damage done per hit depends just on the gun you carry. A weapon deals the shown damage, but not more than 1/3 of the persons maximum health points. A player with a maximum of 300 health points can not be dealt more than 100 points of damage per shot. Just a gun causes damage. A dueling weapon has no influence at all in a fort battle, except for any skill bonuses that they may provide.

Participation

You don't have to be online to take part in the battle. Having passed out in a duel does not keep you from joining a fort battle. However, your character has to be located at the fort in order to take part. If you are not online the player acts like you told him to. They try to reach their target position. If you haven't chosen a target when on the attacking side, you automatically charge towards the flag zone. However, if you don't set a target when on the defensive side, the player does not move anywhere. You can also take over your player's movements during the battle, but you must sign up for the battle before it starts. You may not sign up if the battle has already started.

Exchange of fire

Lots of factors are important in whether you hit or miss your target. Your abilities and those of your opponent are important, but also your positions, the distance and, of course, a little bit of luck.

Skills

6 skills are important for fort battles.

  • Leadership is used for shooting, but also for defending.
  • Aim is only important when shooting.
  • Dodging is only used when trying to dodge a shot.
  • Hiding is used when a defender tries to shoot or dodge a shot.
  • Stamina is used when an attacker tries to shoot or dodge a shot.
  • Health is a considerable factor in fort battles, while not giving any shooting or dodging bonuses, it does let you take more hits and last longer.

So, for each shot and for each dodging attempt, exactly three skills are taken into consideration.

Skill bonuses

Skill bonuses are determined by the number of skill points to the power of 0.4 (and rounded to the nearest whole number) [i.e. n^0.4]. Therefore:

  • +1 bonus with one point and up
  • +2 bonus with 3 points and up
  • +3 bonus with 10 points and up
  • +4 bonus with 23 points and up
  • +5 bonus with 43 points and up
  • +6 bonus with 71 points and up
  • +7 bonus with 108 points and up
  • +8 bonus with 155 points and up
  • +9 bonus with 211 points and up

Distance

The closer your character is to the person they shoot at, the better the chances are to land a hit. Distance is calculated by fields, sectors don't matter. The distance has no effect on the damage amount.

  • -1 penalty with a distance of 1 and more
  • -2 penalty with a distance of 2 and more
  • -4 penalty with a distance of 3 and more
  • -5 penalty with a distance of 4 and more
  • -7 penalty with a distance of 5 and more
  • -9 penalty with a distance of 6 and more
  • -10 penalty with a distance of 7 and more
  • -12 penalty with a distance of 8 and more
  • -14 penalty with a distance of 9 and more
  • -16 penalty with a distance of 10 and more
  • -18 penalty with a distance of 11 and more
  • -19 penalty with a distance of 12 and more
  • -20 penalty with a distance of 13 and more
  • -22 penalty with a distance of 14 and more
  • -24 penalty with a distance of 15 and more

Special sectors

There are some sectors that give you advantages for your aim and dodging skills. There are also some sectors that lower your skills. The bonuses that are given by the wall, towers and other buildings depend on their construction level. The attackers and defenders receive the same bonuses when positioned on buildings or other bonus-giving fields.

The towers

Towers give the highest protection. They provide bonuses for aim and dodging, as well as an extra bonus to their specific class. Each character class has its own tower. The towers' class bonuses only apply to adjacent players of their respective class (eg. a soldier on the workers' tower gets no bonus). The bonus is always depending on an attribute. This is strength for workers, mobility for adventurers, dexterity for duelers and charisma for soldiers. Adjacent players of other classes only get the tower's base bonus.

Tower bonus

  • Level 0: 8 aim, 6 dodging and 6 class bonus
  • Level 1:
  • Level 2: 21 aim, 15 dodging and 15 class bonus
  • Level 3: 25 aim, 18 dodging and 18 class bonus
  • Level 4: 27 aim, 20 dodging and 20 class bonus

The wall

The same bonus is given in each field of the wall.

Wall bonus

  • Level 1: 9 aim and 5 dodging
  • Level 2: __ aim and 6 dodging
  • Level 3: __ aim and 7 dodging
  • Level 4: 14 aim and 8 dodging
  • Level 5: 15 aim and 9 dodging

The buildings

There are three buildings within the fort. Each building gives an aim and dodging bonus. The bonus increases with each construction level of the building.

Flag

Surrounding sectors

On the fields surrounding the flag every player receives a penalty. They are easier to shoot at and have a harder time aiming. You receive a penalty of -10 to your aim/dodging skills.

Adjacent

On the flag each player received the highest penalty of all. You receive a penalty of -20 to your aim/dodging skills.

Result of the fort battle

Individual

Each player who took part in the battle receives a battle report that shows what happened during the battle, who caused the most damage and who dodged the most shots.

If you pass out during a fort battle, you are taken to your town's hotel to recover.

  • You lose your cash.
  • You lose your energy points.
  • You can be dueled during the next 48 hours.
  • You can duel other players during the next 48 hours.

If you survive the fort battle you are at the fort when the battle is over. You cannot be attacked here.

Rewards

You receive experience points for taking part in a fort battle. The amount depends on your level, the damage you caused, the duration you survived and whether you won or lost the battle. You even receive points if you passed out. If you survive the battle you also have a chance of finding items.

Consequences of the fort battle

If the attackers win the battle they now own the fort. The previous owners cannot enter it anymore.

NOT YET IMPLEMENTED: The buildings also get damaged during a battle. If an attacker is standing on top of a building during the fight there is a chance that the building is downsized or destroyed during the battle.