Update: October 12, 07. Enemy/Alliance uniform system
Details of Silkroad Siege War
This article was hand-translated from MMO Fan (Japanese). Duplication of this article will be strictly prohibited. If I see this same article on other forums, I'll spam the daylight out of your thread.
Joymax (Korea) have decided to introduce new coming updates as a series of "Legends" (Whatever it is for, maybe cuz it sounds cool).
The
"LEGEND 6: Siege War" is in Beta Testing Stage in kSRO, the details of the implementation may or may not be the same for iSRO. (Or maybe it won't be implemented at all cuz everybody knows the bots will own us all)
Overview
In the Siege War update, each area in Silkroad will have get a "Fortress" that works to control the towns in each area. The guild that control this "Fortress" will have the ability to change the price of items sold through the NPC in that town. The guild will also have the ability to control the prices of Trade Products and the rate at the Trade Products are sold. (i.e. Jangnan <-> Dongwang, Trade Products have 387% value) The guild will also be able to control the prices of transports in the area (i.e. Ferry) and prices of Trade Products at Special Trading Posts (Not implemented in iSRO yet, namely at Bandit Den, Tarim Basin, and Takla Mahan. The products can be bought/sold at these places only during a certain time in a day)
The Location of Fortresses
Silkroad Online will have two kinds of Fortress at each area.
Large Fortress
- for major towns (i.e. Jangnan, Dongwang, Hotan, Constatinpole and etc)
- can control the tax rates on items sold through the NPC
Small Fortress
- for areas with special trading posts
- can control the tax rates on the transports and the the trade products sold at the special trading posts
The Fortess
The guild that has been granted the control of the Fortress can build structures that helps defend the Fortress
Main Gate - the main gate that guards the Fortress
Defensive Tower - the tower that can damage the intruders
Heart of Fortress - the building that determines the owner of the Fortress
Obstacles - objects that blocks the intruders
Defensive Circle - can be built around the Main Gate, Defensive Tower, and the Heart of Fortress that gives buffs to the Guild Members defending the Fortress
The guild in control of the Fortress can build, repair and upgrade buildings.
The guild that seek to take over control of the Fortress must destroy and break through the Main Gate, destroy the Obstacles and Defensive Circles, and destroy the heart of Fortress within a given time.
The Fortress NPC
The Fortress Manager - change tax rates, hire other Fortress NPCs
The Fortress General - hire Mercenaries, management of buildings
Blacksmith - make/repair items required in the maintenance of The Fortress (??)
The Tamr - practise different methods of transportation (??)
The Siege War
The Siege War will take place once in 2 weeks.
The following procedure will follow:
1. The Guild that wishes to gain control over a Fortress will apply for Siege War through the Fortress Management NPC in each town.
2. The Offensive/Defensive guilds will prepare for the Siege War
Defensive Guild
- Assign roles to each guild member
- Make/Purchase items for the Siege War
- Assign roles to Mercenary NPCs
- Repair/upgrade buildings in the Fortress
Offensive Guild
- Purchace items for the Siege War
- Assign roles to each guild member
3. The offensive guild will be transported to town, then to the Fortress when Siege War begin
4. The offensive guild must destroy and enter the Main Gate
5. The offensive guild must destroy all Defensive towers
6. The offensive guild must destroy the Heart of Fotress to gain control
7. The defensive side will need to protect the Heart of Fortress for a certain period of time.
The Benefits of Controlling a Fortress
1. Can adjust tax of products sold through the NPC
2. Can make/purchase Fotress related items
3. Can practise different types of transportation (??)
4. Can select the Fortress as point of ressurection
5. Can have the ability (icon) to return to the Fortress
6. You can make the Fotress your Guild's drinking party bar! (Only the guild members can enter the Fortress)
Uniform System
Now here's the image of the uniforms.
Here's the translation/description but I don't really get it myself so don't blame me if I'm not doing a good job
For offensive guild. You will see...
- the defensive guild in
red suits
- your guild/union members in
green suits
- any other non-guild/non-union offensive guilds in
blue suits
(Suggests that non-union guilds can also participate in the attack??)
If you're the defensive guild. You will see...
- the offensive guild in
red suit
- your guild/union members in
green suits
- you won't see any
blue suits
(Suggests that non-union guilds can't participate in the defense??)