Friday, 2 October 2009

Breaking up the Zerg?

For a small organized war band the zerg can be annoying. You try and take a keep or lock a zone and the whole of the opposing side tier 4 players are all over you like mucus on a well used blade.

The tier 4 zones are a decent size, but the problem is each has a flight path smack in the middle. So any force can respond very quickly, which is good as Mythic’s aim has been War War War… But it also means the zerg might as well stay together as once they wipe a war band the other is only a snotlings throw away.

I wonder what would happen, if 2 out of the 3 flight paths in a race coupling was disabled or moved to a far flung PvE camp. Could this slow the zerg down or at least split it up. The smaller war bands then could at least try and take two objectives out at a time and have a little more time before the zerg wave crashed over them.

If we wanted to add a little more strategy to the campaign we could even allow the players to disable up to 2 of the flight paths by completing an objective near the camp. This might help split up war bands to respond to multiple threats but still allowing the War War War to happen.

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