Multiple ideas for improving the state of territories, both the value of holding one, and the value of raiding them.



1) Gearing/Upgrading Guards

-it would be great to be able to either upgrade your guards to a higher level/tier or give them better gear.

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all guards in royals would be T4 guards, anglia T4, cumbria T5, mercia T5, as a baseline. However, the guild officers can "upgrade" the guards at each specific territory with a certain cost. With the increase in guard strength, comes an increase in guard loot such as runes/souls/relics/artifacts. Having stronger guards also means your territory is much more of a safe place from gankers while it also makes your mages less likely to die by 2-3 mage raiders.

~for example~

In Deathmarch Expanse (DME), the guards are all T5, but then the guild that owns the territory decides they want T6 guards because that zone is one of their capitol zones. To upgrade to T6 guards, it will take 1000 T6 metal bars/planks/cloth/leather or 700 6.1 of each or 350 6.2 of each or 100 6.3 of each. Once upgraded, DME territory will have T6 guards until a certain number of them are killed. If there are a total of 40 guards per territory (I didn't count exactly how many there are, just throwing a number in), when 40 guards are killed, the territory will reset to its original, T5 guards. That means that if 3 guards are killed by a team, then later on they respawn, and then they are killed again, that is 6 guards that have died, when that number reaches 40, all guards reset to T5.

Same thing for upgrading to T7 or T8 guards. When 40 guards are killed, they drop down one tier.

NOTE: this can also be done with "buffs" to the guards as opposed to completely regenerating new guards when 40 are killed. Also, with higher tier guards, they could learn new spells such as little AOE heals, AOE stuns/roots/silences, all with a 1 minute cooldown or more.



2) Territory Fortifications

-build different defensive buildings inside your territory

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buildable walls that can be placed at the territory's chokes/entrances. These walls will only last 10 minutes or until they are killed (they can be attacked by normal spells). Once the wall is destroyed, you may rebuild the wall (but being attacked while rebuilding it interrupts the rebuilding).



buffer towers:

healing tower = all allies around the tower get a 10% healing bonus (6m range).

defense tower = all allies around the tower get a 5% armor/resistance increase (6m range).

attack tower = all allies around the tower get a 5% damage bonus (6m range).

freezing tower = emits a cone of frost in front of the tower at a range of 6m which slows all enemies in contact by 50% for 2 seconds. (30 second cooldown).

fire tower = spews a cone of flames in front of the tower at a range of 6m which damages all enemies in contact by 1% of their HP per second while they stand in the flames (30 second cooldown, lasts 5 seconds).

poison tower = spews a cone of poison in front of the tower at a range of 6m which reduces all enemy resistances by 40 (30 second cooldown).



the towers may be attacked by regular spells and auto attack just like the wall. towers last 10 minutes. when a tower/wall is destroyed, 30-50% of the resources used to create it are dropped and may be looted.

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other ideas are to be able to use "zone patrol" guards which ping locally when they spot an enemy in their path.

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all other ideas for territory expanding are welcome. thank you for reading!