Attackers versus defense, similar to WG… BUT no siege engines. The attack happens in stages. Not in a literal zoning in and out stage, but as capture this next point and push forward kind of way, unlocking respawn GYs as you progress.
First Stage, take the bridge.
This is pure PvP. You must take the bridge from the enemy by having more of your people on the bridge at a time, thus controlling it. Here’s the catch… You have 10 minutes to defend this bridge, and at the 7 minute mark the attacking team’s respawn timer is halved. If the attacking team cannot take the bridge, then the BG ends in a loss for the attacking team.
Second Stage
You have now pushed into a camp and you have peons gathering wood from the nearby forest. There are 3 peons gathering wood, and you need to defend them so that they can gain X amount of wood for the assault. The peons cannot be killed, but rather if the enemy controls the area around the peons they will tremble in fear and will be unable to move. You need to gather x amount of wood in an allotted amount of time in order to progress. If you do not, the attacking team loses.
3rd Stage
Here’s where we deviate away from PvP just a tad, on the 3rd stage the attacking team needs to escort 3 Breaching towers to the enemy Walls.
Turrets will be mounted on the battlements of the base for defense and on the breaching towers for return fire. Any ranged DPS on top of the battlements or breaching towers will have increased range during this stage for attacking/defending. These 3 breaching towers will need to be escorted, with the same rules as the peons from the previous stage. If no breaching tower is escorted to the wall, the attacking team loses.
Final Stage
Any Breaching Towers that have successfully made it to the wall are now respawn points. PvP will play out in the enemy base, with full use of the terrain and LOS mechanics. Defenders killed will spawn in the barracks and will need to navigate their way to the courtyard. Attackers killed will respawn at the bottom of the breaching tower and will need to make their way back to the courtyard. First team to 80 kills wins this stage.
Each stage will have a 10-minute timer but can be completed in a shorter time, with the final stage having no timer.