Player Associations Archive

Thread: Faction things

Fneegan
Mon May 17, 2004 11:00 am
#1

I didn't know where else to post this. Maybe someone's got the answers.

1. Does a Player City need to be a stronghold to place mine fields and turrets ?


2. What are the advantages/disadvantages of being a stronghold? Is it mainly for CGW ?


3. Can only the mayor place mine fields, turrets and HQ's ? Can they be
placed anywhere or just within city limits or on the cities boarders ? I
heard someone say they placed a mine field in a stucture - maybe it was a
guild hall or something.

4. If mine fields, turrets and a HQ are placed within player city limits,
does this cost the city money (such as street lamps, trainers and mission
termial do) ?

5. How are they proctected against against attack from opposing faction and
what's their level of destruction ? How can they be protected against if an
opposing faction goes online the early morning hours in the morning when
there are less (or no) other players around to protect it ?

6. Do all items (mine fields, turrets and HQ's or even the covert detector)
take damage to the point of destruction ?

7. What is the radius/range of covert detectors ? 5 meters 300 ??

8. Is there a maximun number of mine fields, turrets or covert detectors
that can be placed ?

9. Other than from the little info you get from the faction recruiter, where
can I find a list of these items and other items, a description, how they
operate or just more information.

10. Is there any special way to organize a Player City in the placement of houses, the minefields and turrets. I heard it's wise to only have one way in or out of a player city and have a Forward HQ inside the city ?

TKs


TorveStardust
Wed Jun 02, 2004 4:59 am
#2

1. Does a Player City need to be a stronghold to place mine fields and turrets ?don't think so,seen mine fields in city's that weren't strongholds

2. What are the advantages/disadvantages of being a stronghold? Is it mainly for CGW ?the stronghold specialisation is mainly for militia members,they get attack bonusses or something like that when they're in combat within the city's borders


3. Can only the mayor place mine fields, turrets and HQ's ? Can they be
placed anywhere or just within city limits or on the cities boarders ? I
heard someone say they placed a mine field in a stucture - maybe it was a
guild hall or something. everyone can place them,unless you have zoning rights enabled...and as long as there's enough place,they can be placed anywhere

4. If mine fields, turrets and a HQ are placed within player city limits,
does this cost the city money (such as street lamps, trainers and mission
termial do) ? they act like harvesters,the player who build it,has to pay for em

5. How are they proctected against against attack from opposing faction and
what's their level of destruction ? How can they be protected against if an
opposing faction goes online the early morning hours in the morning when
there are less (or no) other players around to protect it ? turrets can defend themselves,even better with the recent updates

6. Do all items (mine fields, turrets and HQ's or even the covert detector)
take damage to the point of destruction ? unfortunatly,turrets and covert detectors can be destroyed,don't know of the mine field

7. What is the radius/range of covert detectors ? 5 meters 300 ?? sorry,don't know

8. Is there a maximun number of mine fields, turrets or covert detectors
that can be placed ? no

9. Other than from the little info you get from the faction recruiter, where
can I find a list of these items and other items, a description, how they
operate or just more information. nowhere else as far as i know

10. Is there any special way to organize a Player City in the placement of houses, the minefields and turrets. I heard it's wise to only have one way in or out of a player city and have a Forward HQ inside the city ?a friend of me made 'districts' in his city,1 for pvp'ers,one for entertainers,artisans,combat profs,... i suppose you could do the same with turrets and all the like.

TKs


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