Over territorial control:
How will territorial control mechanics work? In particular, what will "change" the ownership of an area from one guild to another? Perhaps more specifically, Will individual fortresses/mines/etc. be controllable, or will entire regions switch hands on the basis of a central capture point?
Contested territories will allow guilds to conquer, build and develop their own base of operation there, mine rare and important resources that will reflect on the global economy, use their own factory to easily produce specific items, have quick and easy access to the global markets, and defend it from the ambitions of the other guilds. In order to gain control over a territory, a guild must make it through the territory defenses and seize the territory's control building. Control buildings won't be easy to take over. The more upgrades that are placed on the control building, the more resilient to takeover it becomes and often attackers will have hard time taking over a territory without ensuring that they have destroyed all defenses in sight and the defenders won't come back again more powerful than before. Guilds will not be able to control portions of their opponent's territories, like conquering individual mines or buildings - once the control building is conquered, the whole territory passes in the hands of the conquering guild. This includes any buildings that were left behind from the previous owner, but worry not about your investments - buildings will not only be custom-built by players, but also able to be dismantled, though it won't be easy for the defeated guild to just dismantle and pack its assets before they acquiesce.
It has been mentioned that there will be capturable territories, will these contain bases/facilities which will give benefits to the clan controlling them?
“The reasons for capturing territories in Earthrise are complex and their importance is crucial. Aside from the sense of victory over another player’s guild and the bragging rights associated to it (along with other things we will keep secret for the time being), both the guild and the whole game economy will benefit from the fact that territories are being held and exploited by the players.
We have mentioned before, that all items in Earthrise can be created by players. In order to create those items, players will need to have access to certain resources, and only portion of them – the most common materials – can be found in abundance to warrant that any crafter can find them in any quantity he needs for his creation. These resources will be sufficient to craft the most simple and commonly used items, but as a crafter moves towards complex and powerful creations, he will find out that he needs large amount of resources that are not available anywhere but in the contested areas, and items that require them will only become available on the server if players head for the contested areas and start to exploit it's many opportunities. A guild that wants access to these resources has almost no other option but to engage in the guild vs. guild territorial conquest gameplay, either by conquering a territory or offering protection services to another guild. As guilds capture territories, they can build mines and extract the resources they can use to aid their own guild and control the distribution of powerful items. This creates a lot of interesting economic situations we are currently evaluating and making sure it does not disbalance the world economy if a single guild (or alliance of guilds) decides to monopolize the distribution of certain resource, but in general supporting a conquered territory can be an expensive endeavour and most guilds will try to sell their production (be it raw resource of items based on them) for money rather than hoard large amounts of it.
To summarize, without territorial conquest the world economy would have difficulty reaching its potential which will motivate players to involve in PvP gameplay, and the outcome of the PvP territorial conquest will have an overreaching effect over the world economy and probably the development of the whole game.”
"This week we want to get back to Territory Control gameplay in order to explain in more detail some new aspects of taking and losing control over those valuable patches of land that decide the economic and political map of Earthrise."
"To control a territory, a guild of players has to access it through disabling defenses and then take control over a control building. Depending whether the territory is still neutral or owned by other guilds, the attackers will face different challenges - neutral territories will be overpopulated by mutants so players will have to clear that menace before they can claim ownership on the territory. The control building itself can be upgraded several times with a large list of available upgrades that affect the buildings constructed in that area, and each upgrade also adds up to the control building's structure durability. To control the territory, all those upgrades have to be destroyed and the control building stripped to it's initial state. The more upgrades the defending guild has invested into, the more difficult and time consuming will be to take over the territory. Also, because upgrades are meant to be destroyed to take over a territory, they will be less expensive than the rest of the buildings within the territory, but they will take days to construct. This means that in order to create the strongest control building, the controlling guild will have to remain in control for a long period of time, while territories that swap ownership almost all the time won't be easy to fortify in the same way. This rules out the case when a rich guild can take over any territory and turn it into Fort Nox overnight.
The rest of the buildings that can be constructed within the area - mines, factories, administrative buildings, defense turrets etc. - are not as time-consuming to build but they are a lot more expensive. Some of them are so expensive, that any guild would see them as extremely valuable resource to take control over instead of raze down on its barbaric march to glory. Taking over a fully developed territory is a true achievement and will be many times more rewarding. But it also means that the defending guild, when facing certain defeat, will have options to not allow the winner to take all the spoils. Buildings can be deconstructed, turning them back into pile of construction blocks they are made of although there are unavoidable losses in resources. Huge exoskeleton mechanoids will easily load with many tons of the construction material and quickly take them away, relocating them to the other territories owned by the defeated team. Attacks will have to be prepared to act swiftly when they see that while the defender puts his last stand, the whole base is being dismantled; it will be a one of a kind experience that requires a whole different type of warfare. If nothing else works, the defender will be able to put his own base on a self-destruct mode, turning buildings into bombs that damage anyone near them - a desperate measure that can leave bad taste in the winner's mouth."
Q: Will battles over territories involve only single guilds, or can multiple guilds take part in attacking or defending a territory (even though a single guild still gains the territory)?
A: Yes, more than one guild may decide to fight for control over a territory, and more than one guild may try to defend the current controller of a territory. Guilds can cooperate together in a siege battle, yet not every guild will be able to claim ownership over a territory, and this will encourage certain guilds to offer their services as mercenaries, assisting other guilds in combat against the opponents.
Q: Will there be a limit on the number of players in a territory battle?
A:This is a technical question that we tackle through testing internally. We will try to provide for the best mass combat experience possible while making combat manageable and running on everyone's computer. Therefore, for now we cannot give you any hard numbers - but we will want to make it massive!
Q: Will guilds of the same faction be able to attack each others territories?
A: Yes. While Continoma encourages cooperation between guilds working to exploit the resources of the island, it may not guarantee that they don't play hard against each other. In a highly competitive economic environment guilds may find faction affiliation something they will sacrifice in their personal interest.
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Bah, dit zijn zo dingen waar ik al jaren voor zit te ijveren in MMO's, hard om niet hyped te geraken zo

. Hopelijk maken ze het waar..