Editing Camps
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A camp's PvP flag can be turned on only during the 2nd week of the two-week camp wars cycle. Note that closing for pvp will mean you lose all hextiles apart from the one your camp is on. It takes 7 days for the close to take effect. If the camp has hextile battles scheduled when it closes, it will lose these battles. | A camp's PvP flag can be turned on only during the 2nd week of the two-week camp wars cycle. Note that closing for pvp will mean you lose all hextiles apart from the one your camp is on. It takes 7 days for the close to take effect. If the camp has hextile battles scheduled when it closes, it will lose these battles. | ||
Auto wins occur when one camp's CR is more than 4 times his opponents CR (4 to 1). | Auto wins occur when one camp's CR is more than 4 times his opponents CR (4 to 1). | ||
A camp can deploy late CR (reserve). This can only be done during week 2 of the 2 week Camp Wars cycle, | A camp can deploy late CR (reserve). This can only be done during week 2 of the 2 week Camp Wars cycle, | ||
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A camp can concede a battle without penalty up to 12 hours before the scheduled time. | A camp can concede a battle without penalty up to 12 hours before the scheduled time. | ||
*A Special note when deploying to a neutral hex where another gang is also deploying to that same hex: The game engine will randomly pick a "defending" gang for the potential battle. If the other "attacking" gang does not deploy at least 250 cr to that hex, the randomly chosen "defending" gang will automatically win that hex with no scheduled battle. | *A Special note when deploying to a neutral hex where another gang is also deploying to that same hex: The game engine will randomly pick a "defending" gang for the potential battle. If the other "attacking" gang does not deploy at least 250 cr to that hex, the randomly chosen "defending" gang will automatically win that hex with no scheduled battle. | ||
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Direct Camp Attacks - | Direct Camp Attacks - | ||
Direct camp attacks (whereas another camp attacks the actual tile your camp is located on) are very significant. It is a good idea to defend your camp at all costs from a direct camp attack. If you fail to show up for a direct camp attack defense, your buildings will take significant damage and you will lose a random amount of vehicles, engines, and guns out of your camp. If you defend a direct camp attack, and successfully defend, you will lose nothing, your buildings will not suffer damage, and as a result of the battle, you can potentially receive a significant fame and productions boost. If you defend a camp attack and lose, your buildings will be damaged, you will lose a random amount of vehicles, weapons, and engines, and potentially lose fame and production boosts. Your building damage will not be as severe as if you did not show, however. If you lose a direct camp attack defense via the “King of the Hill” rules, all of the previous stated loses will also occur. *** It is very important to note that in a direct camp attack that potential lootable vehicles will come from a loot pool consisting of the following : any vehicles stored at camp, any vehicles located in a camp wars squad (specific to this particular camp) … even squads that were not involved in the battle, AND any cars used in the actual battle, regardless of if they escaped or did not demo (via a King of the Hill loss). A camp owner can concede a direct camp attack defense like any other tile attack, with all of the aforementioned losses still happening minus any losses of fame and productivity gain (and off course alleviating fighting a losing defense battle and potentially getting gangers killed and vehicles lost in the battle itself.) | Direct camp attacks (whereas another camp attacks the actual tile your camp is located on) are very significant. It is a good idea to defend your camp at all costs from a direct camp attack. If you fail to show up for a direct camp attack defense, your buildings will take significant damage and you will lose a random amount of vehicles, engines, and guns out of your camp. If you defend a direct camp attack, and successfully defend, you will lose nothing, your buildings will not suffer damage, and as a result of the battle, you can potentially receive a significant fame and productions boost. If you defend a camp attack and lose, your buildings will be damaged, you will lose a random amount of vehicles, weapons, and engines, and potentially lose fame and production boosts. Your building damage will not be as severe as if you did not show, however. If you lose a direct camp attack defense via the “King of the Hill” rules, all of the previous stated loses will also occur. *** It is very important to note that in a direct camp attack that potential lootable vehicles will come from a loot pool consisting of the following : any vehicles stored at camp, any vehicles located in a camp wars squad (specific to this particular camp) … even squads that were not involved in the battle, AND any cars used in the actual battle, regardless of if they escaped or did not demo (via a King of the Hill loss). A camp owner can concede a direct camp attack defense like any other tile attack, with all of the aforementioned losses still happening minus any losses of fame and productivity gain (and off course alleviating fighting a losing defense battle and potentially getting gangers killed and vehicles lost in the battle itself.) | ||
=== See also === | === See also === | ||
[[Advice for potential camp owners]] | [[Advice for potential camp owners]] |