Since the topic about territories losing a lot of value has been on a lot of peoples mind lately, I thought about instead of contributing to the mindless banter, that I would toss a few ideas around, and start a constructive conversation.



Siphoning Mages

Siphoning mages will be completely removed to make way for the harvesters. Siphoned energy and season points will be still awarded to awarded to territory owners, but as a fixed amount per day which is not reduced from raiding (more on raiding later), as well as competing in Crystal Realm GvG's.



Harvesters

With the removal of Siphoning mages, there will now be places in which guilds can build harvesters.



Construction

Harvesters can be built up using stone blocks, which each tier of Harvester requiring the respective tier of stone blocks. Once construction is complete, and the building is fed appropriately, the harvester will automatically start harvesting resources of the primary type of that zone.



Resource Harvesting

The harvester will continue to harvest materials until either it is destroyed, it runs out of food, or its internal storage has hit capacity. The harvester will enter a protected state outside of the territory hours, and will harvest at a reduced rate.

The tier of the resources harvested will be dependent upon the tier of the harvester, with higher tier resources have a lower rate of acquisition. (ex. Tier 4 Harvester has 100% chance of gathering T4, where a Tier 7 harvester would have a 10% for T7, 20% for T6, 30% for T5 and 40% for T4.) The rate of enchantment of the resources acquired will be dependent on the tower level of the territory (which can be increased through Crystal GvG), as well as the enchantment rate of the zone that the territory is situated in.



Collecting Harvested Materials

Collecting harvested materials is as simple as a chest type interface that opens up when clicking on the harvester. Here you can see the resources harvested, and the weight capacity being used. Access rights can be changed to allow or restrict more guild roles to be able to withdraw from the stockpile.



Raiding

Of course, with the addition of harvesters there needs to be a point of contention, to allow enemies to cripple and plunder your operations. Upon reaching an enemy territory, players can fight their way through the defending guards to reach a harvester. Once there, players must use demolition hammers (of at least the tier of the harvester) to demolish the structure. Upon demolition, if there was any resources left in the stockpile, they will become available for the demolishing party to take. If there isn't any resources, or below a certain threshold of resources, the demolishing party will still be rewarded with a defined amount of resources (this amount should be balanced so the amount of resources given in the event of an empty harvester will on average be lower than the cost of the blocks put in the construction of the harvester to prevent abuse)



Repair

If an attempted raid has failed and the defenders were able to fend off the attackers, and the harvester has been damaged, it will operate in a less efficient manner in relation to how much damage it took during the attack until is has been repaired by using blocks.









Tell me what you think, and this is still a WIP so I may add more in or make changes as critiques come in!