I take it the design of the forts are ment to create a volountary
PvP interaction in an otherwise repetetive mass-annihilation on npc's.
As such the idea is fantastic, and also creates a new aspect of the game,
offering something that is different, and has been lacking, we just didn't
realize it because we liked grinding moles in diggas. Woah, you can even make a
team to run around with trying to conquer castles, appoint a chain of command,
and what not. This is grounds for good stuff and should of course be mentioned
while promoting BatMUD in general...
...eventually, the form of forts today (well 4 months ago actually, been busy)
comes out pretty dull, as you needed to be online 24/7 to guard your castles,
and raiding someone elses fort is more likely to be successful at 04:45 in the
morning rather than at the hours you actually would like to play. This at least
my pov, when I did run some forts when they were implemented, and which is why
I never really bothered.
If what you seek is infact PvP, with more players, then the obvious solution
to the dull stuff regarding off-hours is obviously a time when forts and
fortress conquering is allowed. The dilemma lies of course in that people live
in different time-zones, but we have this dilemma with the reboot aswell, and
its still there at noon EET.
Also some kind of balancing factor that enables more people to participate,
for example a level 50 party assaulting the level 100 highbie's fort, should be
granted a bonus, as they bravely march to war on a supreme opponent, perhaps
the gods might intervene and reduce the level of the highbie's guards, who
knows.
And finally, there has been some nice ideas suggested recently, but if you
want to go anywhere with PvP in BatMUD, you should get rid of any means of
destructing other players equipment, in the end, it always comes down to that
(yes i know, its not allowed in forts last time i read), but in general, its a
very limiting factor for a prospering PvP interaction.