Defender friendly mazes


1) Contents
  • Introduction to defender friendly mazes
  • Defender friendly
  • Defender unfriendly
  • Summary
    2)
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    Introduction
    Defender friendly defenses are...
  • 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


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