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Victory Points will let you know what's needed to capture continents

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  • [INFO] Victory Points will let you know what's needed to capture continents


  • #2
    Re: Victory Points will let you know what's needed to capture continents

    So this'll give us objectives beyond simple territory?

    I like this!!! That screen would have more meaningful if we saw the vanu team side though.

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    • #3
      Re: Victory Points will let you know what's needed to capture continents

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      • #4
        Re: Victory Points will let you know what's needed to capture continents

        This will be interesting.



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        • #5
          Re: Victory Points will let you know what's needed to capture continents

          So there are two different ways to get VP? One is from completing specific capture objectives and the other is territorial?

          Otherwise I don't see how Vanu get 2 VP.

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          • #6
            Re: Victory Points will let you know what's needed to capture continents

            It works like this: completing any of the objectives (capturing all tech plants, for example) grant permanent victory points for the continent; losing the facility again won't lose you the points. In combination with that, you have temporary victory points from the amount of territory you own. So if you've controlled all amp stations and tech plants on the continent at some point in the past and linked to an enemy warp gate, you've got 3 permanent points, and getting 75% of the territory on the continent will net you the 10 victory points needed to lock it. Alerts also give you victory points if you win, IIRC.

            Once the continent unlocks again, you start from a fresh slate.

            Interesting implications with regards to alert preparation and strategy. If you've got enough of those permanent bonuses applied to the continent ahead of an alert, you could possibly force an early end to the alert and victory if you gather a big swath of territory that pushes you over the edge and locks the continent.

            Also provides some interesting impetus for pushing towards rarely contested bases; making a beeline for a warpgate is very helpful, and bases like the northwestern Indar bio lab are worth going for if you've got the other two locked down, even if you need to lose territory elsewhere to make it happen. Continents will also become more unstable the longer they've been left unlocked; factions will likely have several alert wins or objective victory points accumulated, making territory capture a more viable approach to a continent lock.



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