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Does that give the defender an advantage? Yes. Assuming those get tightened down to a level they can't be exploited having guards that pose a challenge to 2-3 people at smaller outposts and more at larger holdings seems like the most engaging way to have some kind of barrier that prevents solo capping. They have to considerably tighten down the existing mechanics for bandits and town guards anyway. I really don't understand the aversion to guards. Which of course buildings don't move around.
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The only way to keep it an ongoing challenge to experienced players would seem to be to make the target move around or something. Like the first time operating a treb in Conan Exiles is a bit tricky. I've played games with challenging siege weapon mechanics but they're really only challenging until you get the hang of them.
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But that if they control most the territory around your keep for a certain period of time then your keep will fall rather easily. So maybe you can hold off 50 guys with 5 or even 0 if they just march straight for your keep. I think the answer is considering territory control in its totality with a system that encourages defenders to hold many smaller/easier to take points, and attackers to take those points. There has to be a balance between those two extreme positions. But on the other hand if that static protection is TOO strong, it biases things so heavily in the defenders favor that five guys can hold off 50. If I don't need to group up to participate in territorial control that feels like a problem. Be that guards that fight back and aren't trash / exploitable, or just incredibly high HP that makes them difficult to destroy. Some level of offline protection of literally all assets is merited IMO. I assume everyone can agree, if I could do that in MO2, that's bullcrap.
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I actually at one point was running 4 clients with characters I built as solo cappers running around capping 4 points in 4 different areas of the map at a time. I'd spend all night just running around capturing forts and outposts for my faction. So in Crowfall, I built an exceptionally tanky character that I could go stand on the control points of forts and solo-cap them.
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