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-First I'd really like to be able to still push the magnets even tho I'm getting hit.
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But that's the whole point. You hit people to prevent them from moving the big magnets. The small ones, you can sword spam 4-5 times instead of pushing.
I agree, the defenders should not be scot-free from having to deal with the tower mechanics. However, there is a dilemma when attackers and defenders are using the same paths: blocking the center/most-direct path not only inhibits attackers, but also inhibits defenders from getting to the flag; therefore, neither will want to use mechanics to block off paths (this is the fatal flaw the first "crystal" layout had, because blocks completely surrounded the door).
So the key is to design a layout where both attackers and defenders have an invested interest in using the mechanic because: (a) if the switch is 'on' attackers will have a slight advantage and defenders will have a slight disadvantage, and (b) if the switch is 'off' attackers have a slight disadvantage and defenders have a slight advantage.
When you have two guild of equal numbers, ultimately the primary factor of towering is the disparity in respawn distances between attackers and defenders. Basically what these new mechanics are doing is making these respawn distances a little bit dynamic.
Attacker/defender respawn distance to both the flagroom door and the switch mechanic are important to balance. If there is a large difference in respawn distance to the flag, defenders will easily keep the fort. Likewise, if the switch mechanic is very close to the defender respawn, then defenders will have a strong control over the switch. If the switch mechanic is very close the the attacker respawn, then attackers will have a strong control over the switch.
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Now speaking in a larger context as far as NGS™ is concerned, and a little speculation about how the stuff tested in BoxFort™ might be used;
Spoiler
We confirmation that the New Guild System will allow for larger member rosters than the current 25 (no confirmation on a definite number, but '50' is a popular number thrown around). However, Classic's current towers do not have the capacity to hold multiple 50-player guilds without just turning into a cramped lag-fest sword spam extravaganza.
We also know one of the main goals of BoxFort is to design mechanics that are operated downstairs, to prevent defenders from using a "flag only" defense strategy, and encourage downstairs defense.
[speculation] To prevent the problem of having 100+ people crowded in one room, there could be a tower with numerous floors, and each floor has a different mechanic. This is one thing that may happen.
However, no one ever said we were getting a new tower. In fact, in the last two years, we have seen a trend of towers being deleted. So I doubt there would be a new tower until the word "guild competition" is revived from extinction. [speculation] Therefore, I would not be surprised if this BoxFort stuff is actually all about completely redesigning the current towers, and not adding new ones.
[idea] Another way to prevent tower overcrowding, which I would prefer: limit the number of members of a single guild who are allowed to enter a certain tower at the same time.
damn sorry for the essay