Starting a discussion thread for everyone to provide input on long term gameplay ideas around Territory Control and anything else that would assist in making this game sustainable long term. I'll try to keep a summary of the conversation in the main post.
Summarized Points
- Castles change hands way too easily, and provide little to no benefit to holding. There needs to be a benefit to taking, building, and maintaining territory that make the effort worthwhile and rewarding. Look at games like Life is Feudal and Mortal Online 2, you would have minor territory that people can just roll up and take randomly at any time (control points, resource locations, etc.) and then you had major territory (castles) that required planning and organized events to try and take down. (Drepa)
- Center castles require meaning again and should not have 24/7 capping. It should be effort to maintain, and effort to take (Big_Jim). Center castles generated large fights, tactics, and advanced planning on how to stop defenders and allies from getting to their territory. It was genuinely a lot of fun and made people login just for the events as well (Andy).
- Bring back the old map with GCs (Bluntwave)
- Turn the territory control system into a Planetside 2 model. Planetside has held a solid playercount for well over a decade, it works. (Gromko)
- Full loot area requires more reason to venture into it such as; asteroids, keys, crafting resources, etc. (Ghostickles)
- Expand the loot zone to incorporate Twin Fall and OOF with Midland for example. (Big_Jima, Andy, Ghostickles)