I presume this falls under the "beating a dead horse" category but I thought I would post it up since we are all bored until Beta.
So I always thought to myself "what is stopping all these level 52 mobs attacking the 2-3 weak NPC's stationed at the practically unguarded camps?"
Brings flashbacks to XI campaign, and how the basis of that system is already in place for XIV but hasn't really been mentioned/touched on from what I can see.
I will quickly run over the system in case anyone has never touched XI, but for those who know how it works you can skip this part~
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There is nearly 1 "outpost" or "camp" in each zone.
At rather random events, beastmen would invade that outpost/camp that was protected by an army of NPC soldiers of some kind.
Once all of either the Beastmen or the NPC/Players participating die, the fight is over.
Eventually the camp would change control (so the Beastmen would control certain camps and guard it, and the nation's NPC's would attack them)
etc
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Ok so how would it work in XIV?
- The GC's are responsible for the camps closest to their home nations. These exclude Coerthas / Mor Dhona.
- A camp would only be in danger of being attacked if it is on the borderline of an uncontrolled zone by a certain beastman. For example pressume "Dragonhead" is owned by Ixali, and Glory is owned by Gridania. Glory would get attacked by Ixali, and Dragonhead would get attacked by Gridania. If Dragonhead were to be captured by Gridania, the Ixali will not be able to attack Glory.
- If a camp is controlled by a nation, that nation's flag/banner would be visible within the camp (and on the map in some form). If it is not, then the beastmen banner would be up etc.
- Outposts can be attacked and taken by adventurers (without the presence of a GC) and if defeated, the new control would go to the GC who controls the closest adjacent camp.
- If an outpost is owned by a beastmen tribe, then you can still teleport, however it will drop you at the zone-line instead of at the camp. If it is owned by the GC you are a member of, then the teleportation cost is halved (or registered as "favoured" in the 1.0 system). If it is owned by another GC then it is normal cost.