Since the Discovery of Territory Technology, Warfare has been a long lasting part of Loka. It's been a never ending battle in and of itself just to balance the rules of pvp and raiding to suit the people. Everything took a whole new feel once territories were implemented. A proverbial game of risk with different elements of combat and zone based struggles, Territories became a strong component in how wars played out.
The death and dismay from days of old was a bit more chaotic than the territorial struggles of this particular time period. In the Fifth Age, towns were met with decisions that would make or break their positions in the war for the title as Loka's Capital.
Statically assigned throughout the continents of Loka are Territory Generators. These nodes are permanent and cannot be broken with normal tools. Territory Generators serve as protection for their respective nodes.
In order to gain territory for your town, locate the Inhibitor Pad near any TGen and step on its pressure plate. This is how you begin an attack in any form.
During an attack, Iron Golems must be killed in order to gain a charge. Once charged, an attacker must stand near a power source (Redstone Lamp) to cause an Overload, which causes the power source to take damage. This is done repeatedly until the power source is destroyed. Once all 4 Power Sources are overloaded, the doors to the core room of the Territory Generator will blow open and the battle for the Core can then begin.
Territory Generator Cores
The technology involved with the tGens is something Lokans know little about. That hasn't stopped them from harnessing the power and advantages involved. The cores within the generators have self-defense measures that only help mitigate being destroyed. These measures both attempt to kill attackers and slow them down. The following are the different defense measures:
Endermites - at intermittent periods an abundance of Endermites spawn. While it may not be immediately threatening while geared well, they are a big hindrance and can be deadly if players attempt to ignore them.
Molten Floor - there is a chance for the floor to become a very deadly area to be standing. The floor will slowly turn into Magma Blocks and deal damage to those standing on it. Players still standing on the Molten Floor when the effect ends take generally 80-90% of their health in damage.
Sub-cores - In deterrence of an attack the core will shroud itself as bedrock, creating three sub-cores that must be destroyed in order for attackers to continue their efforts.
Wither Effect - All players in the core room will be debuffed with the Wither effect. Simultaneously, on the two sides of the room, Emerald Blocks will appear that players can stand on to cleanse the effect.
Soulsand - Random 3x3 areas of the room will turn to soulsand and deal damage to anybody standing on them. These are easily avoided, but can easily appear under your feet.
Inhibitors are where attackers warp in during a Conquest Battle. Similar to the Territory Generators, Inhibitors have 4 lamps and 4 Golem Protectors. To thwart attack and win a successful defense, all 4 of the Inhibitor's lamps must be overloaded much like with the Territory Generator.
Inhibitors have two states, inactive and active. An inactive Inhibitor simply looks like a pad with iron blocks on the ground. By stepping on the pressure plate above the gold block and setting up an attack, the Inhibitor will morph into an active state that remains through to the end of the battle.
Daily Territory Attacks
In order to prevent a town or alliance from effectively wiping out an enemy in a short time, Towns and Alliances can only attack 5 times in a 20 hour period. Each attack will reset 20 hours after it was launched.
Each town can place one inside their borders. Beacons are the main way of teleporting to a Conquest battle. Once a fight has begun, players can individually select which fight to be teleported to by clicking the stone button on the pad's back wall. In Alliances or in cases of fights where Reinforcements have been called, all beacons in the Alliance are synchronized and teleport at the same time.
You have one minute from activating the beacon to get on the pad before the teleport goes off.
To add spice to the system of Conquest, Modules can be added to Territory Generators in order to help provide a variety of defenses to the TGen when under attack. Each module is linked with one of the TGen's Power Sources and will go offline if its respective Power Source is overloaded during an attack.A List of modules is as follows:TnT Module (Red Wool) - Fires primed TNT at enemies within range.
'Laser Module (Purple Wool) ': Fires a concentrated laser beam at a specific player until they die or are out of range. The damage of the laser increases the longer it continues to hit the player.
Slow Module (Aqua Wool) : Like the Laser Module, this fires a slowness beam at a player until they leave its range that applies a Slow II Debuff on the targeted player.
Buff Module (Green Wool) - Increases the number of charges required to overload the TGen's Power Sources.
Weakness Module (Black Wool) - Inflicts nearby foreign/enemy players with Weakness, making Golems harder to kill and effectively slowing the attack.
Spectral Module (White Wool) - Tags all foreign/enemy players with the Glowing effect. This makes spotting enemies and telling friend from foe easier in battle.
Note: Only one player can be targeted by a Laser towers (Damage laser and Slow laser) at any one point in time. Multiple laser towers will not all target the same player.
As stated before, each Territory Generator has a core that must be destroyed for a territory to be overtaken. Destroying the core means capturing or neutralizing the generator. This is at the heart of lowering an enemy alliance's territory strength.
Upon winning a Conquest battle, strength is awarded and deducted to/from both sides in the battle.
Territory Strength point calculation works as follows:
- At the beginning of each Conquest Cycle, Towns and Alliances have their strength reset to 100. After that, each of a town/alliance's owned Territories are counted and the owners receive 5 strength per Territory owned up to a maximum of 300 strength.
- Strength calculation is done based on an ELO system weighted by the difference in the two sides' Town Level. The specifics of the mathematical formula, as well as a calculator to test strength changes can be found here.
- You cannot have less than 0 strength.