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The abstract formula is that Flag HP is set to a value equal to the expected Flag HP to use with the expectation that rewards are released at a rate that is sustainable in relation to the in-game economy.
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You mean like some sort of system to give points to guild member based on towering?
Why not make it register each hit per capture of the flag and distribute 1 point per sword slash to each player contributing? You could scale reward values as the system was worked out, but it would limit the amount each player could get and encourage risky doubling maneuvers, which makes the towering intense and fun (not just camping).