ArenaNet:Guild Wars 2 suggestions/Tides of War

(Discussion)
Of all our enemies, the first ones we’ll have to take out are likely going to be the disparate factions and traditional enemies of each race. Every region will have missions which will send you against these enemies as you attempt to foil their plans. Each group will have its strongholds and bases which will act as their spawning points (See Spawning System). Smaller camps and forts can be destroyed, but they will eventually reappear somewhere else. However, larger strongholds will be instanced areas where cooperative missions will be held to lay siege to the enemy. After the mission has been completed enough times, or when Anet decides it should happen, the enemy strongholds will change drastically. They will either become towns or outposts, or they will become abandoned, decaying versions of their former selves, home to new monsters and various treasures left by the old enemy. You will still be able to participate in the old missions through a nearby historian, but the instanced areas will remain forever changed.

As one faction’s most important strongholds fall, it will grow less powerful and eventually be completely overthrown. The smaller camps which enemy soldiers spawn from will never completely disappear, but after their faction is defeated, they will become less numerous. All of the missions will be re-playable through historians, though, so no one will have to miss out.

Another aspect of this suggestion is the enemy offensive. Enemies who are on the offensive will send large groups to lay siege to twons and outposts. If they enter the outpost, they will start destroying buildings and will knock out the local Asura gate if they can. If this happens, Players will not be able to teleport to that area until a mission is carried out to repair the gate. If thing go really badly and all players in the area are killed and the outpost is not soon reclaimed, it may turn into an enemy stronghold and that enemies spawn points in the nearby areas will become more numerous.


 * Why this is a good idea
 * Creates a more dynamic world
 * Allows players to activly oppose enemy armies
 * Enemies who have been defeated would not still be around in such great numbers, conflicting developments in the storyline


 * Why it may not work out
 * Difficult to program and operate
 * Difficult to balance so that enemy forces are neither too strong nor too weak