Those which allow allied-clan members ('defenders') to work easily
This means: (1)They don't get killed by guards
- (2)They don't get intimidated into jail easily
- (3)There are choke points where they can stop raiders
- (4)They can easily follow raiders into the maze and the hall
The problem with Defender-friendly mazes is that:
- They tend also to be Raider-Friendly!
- A lot depends on the defenders' skill and understanding of the maze
Such mazes are useful when:
- The clan is new (and short on guards and maze rooms)
- The clan has many SH members who are often on, or has many allied SHs
Defender-Friendly :)
First room is empty (Lets defenders set up here)
Rest of maze is sector-type AIR (Lets defenders land and not get intimidated)
Guard room has exits other than portals (Lets defenders flee/retreat)
1 central jail (Easier to get out/find their corpse)
Manor entrances into the clan hall (Defense can continue even after raiders are in)
Presence of clan hall exits into choke points/past doors & portals. (To follow raiders past locked doors)
Competent clannies who can direct defenders, and explain their mazes and choke points (Very rare ;).
Defender-UnFriendly :(
"Invade" leads right into 15 clan guards with only portals as exits
Diffuse-guard system - makes it hard to chase raiders
Unescapable rooms (see key-trapping for an example)
Early locked doors (Raiders will lock it after them)
Multiple portals (Can't tell which one the raider entered)
In summary
This isn't one of those areas that make-or-break a defense, just some personal observations
A balance between friendly-unfriendly is probably the way to go...
- Be defender-friendly, but not at the expense of letting the raiders in easy
If you go the Unfriendly route, it is only fair to warn allies first, or to come in Createable Eq. :P