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Announce News Post #1707

Improved obelisk capturing

Written by: Garryn
Date: Wednesday, December 22nd, 2010
Addressed to: Everyone


Greetings!

I have loaded changes to the obelisk system which significantly alter the obelisk capturing process. The full information is available in HELP OBELISK CAPTURING.

As a summary, these are the important changes done:

- attacking an obelisk or outpost now locks the entire island, all non-involved players will be moved back to their city or council (or Caanae if they have none)

- the above is also true for graced players

- if there are more structures on an island, only one can be attacked at a time

- capturing obelisks and outposts is no longer a simple matter of holding the structure itself - when the attack is started, four capture nodes are randomly created on the island, which are now necessary in the capturing process

- you can find the capture nodes using the POWERNODES ability (in Perception) and capture them using CAPTURE NODE. This takes 6 seconds during which you may do nothing else

- two of the capture nodes will be in the same area as the obelisk/outpost, the other two will be in the other area of the island

- the timer will not tick in your circle's favour unless you either hold all 4 capture nodes, or hold 3 capture nodes and maintain sole presence inside the attacked structure

- this means that you will need to use better tactics than merely entrenching a single spot, and you should also have more time to plan strategies now, as capturing nodes in the second area is sufficient to stop the timer

This new system will undoubtedly require adjustments based on your feedback. I also have more features planned to "spice things up" once I am satisfied that the new capture system is working smoothly.

Garryn



Penned by my hand on the 12th of Ferinus, in the year 626 AD.


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