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Order wars: some more information

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Dear players,

today we’d like to give you a small overview of the things we want to change in the order wars and share with you where this journey should lead us. As we said last week we want to keep you posted about each step of the journey by introducing a new part of the whole concept to you each week.

The order wars need to become more transparent. At any given point in time it must be easy to see which order is currently better and the same goes for the results of the war: it must be clear to everyone which order has won the battle and why. If an order is strong and has good players this clearly must lead to an advantage. Also the attacking order will not necessarily be at an advantage just because they started the war. Order wars last for 72 hours, whereas one day (24 hours) resembles one round. Therefore an order war has a length of three rounds and in each of those rounds each member of the order can fight one opponent. The choice of opponents depends on various factors and takes the level as well as the basic attributes into account. The order war starts with a “warm-up” period of 24 hours in which the orders can hire mercenaries and coordinate their efforts.

Furthermore there will be two different variants of order wars, the siege and the conquest. In the siege the attacking order lays siege to the defender in order to get silver from them whereas the conquest of a castle leads to the attacking order getting the castle in case the defender doesn’t manage to defend themselves against the attacker.

The duels in an order war are separated from normal duels. There is a separate screen, no HP will be deducted and duel blocks of any kind are not taken into consideration. The screen for order wars constantly informs each order about the current status of the battle. A status bar shows clearly which order currently leads the fights. This bar starts in the middle and moves to the right or to the left in the course of the fights. Should the defender manage to keep the bar on the left side until the end of the war the attacker has failed and the war ends. The attacker has to pay silver to the defender. A deuce happens if both orders fail to defeat the enemy, the castle stays with the defender and the attacker does not have to pay. Should the attacker manage to bring the status bar to the right side and keep it there until the end of the war the defender loses. The castle now belongs to the attacker and the order war ends.

This concludes today’s post. Next week we will report to you about changes to the mercenaries as well as about a new feature: the peace treaties.

Your Battleknight Team


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