The dynamic thing could probably be abused, by putting maybe 4-5 guarding flag on main tag, and then getting people on ally guild with 20+ to guard the halls, etc.
Unless you can control holding guild + allies, it will be abused, have high hp and high defense.
Also, people could just not be allied to the holding guild officially and even if allies were counted, they are not officially allies, and still defending the tower with high hp.
Edit:
Guild recruitment proccess fixed for competitiveness/loyalty:
Rules
1. If you join a guild, you can't join another guild.
2. Getting kicked from the guild will result in a 24 hour ban from that guild. So you better think about who you want to join before-hand, and keep them.
3. You can only have 1 ally. Better choose a totally different guild, that's good.
4. You can only recruit 50 members.
5. (Thallen's Idea example) Each member reduces flag hp by 10. Drop limit stops at 20 members
Let's put flag hp at 250, there are 25 members, flag is at 50 hp.
Thallens idea of dynamic flag hp based on playercount:
This would make sense if the flag hp was based on the number of defenders, or the number of non-defenders in the tower. Either:
-More defenders = lower HP, fewer defenders = higher Hp; or
-More attackers/pkers = higher HP, fewer attackers/pkers = lower HP
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Unless the playercount is for total players online, then using allies or unoffical allies will abuse it.