PotBS Wiki
(add attacker bonuses for 5000, 6000 points. also a bit of restructuring.)
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During the second stage of [[Port Battle Guide|Port contention]], Conquest points are earned by the defending nation, and whichever nation managed to earn 10,000 [[Unrest points]]. The PVP conditions from the previous stage of Port contention are still in effect. This stage lasts for 46 hours, and the Conquest points earned here confer advantages in the Final stage of Port contetion, the Port Battle. The maximum amount of Conquest points is capped at 10,000.
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During the second stage of [[Port Battle Guide|Port contention]], Conquest Points are earned by the defending nation and whichever nation managed to earn 10,000 [[Unrest points]]. The PVP conditions from the previous stage of Port contention are still in effect. This stage lasts for 46 hours, and the Conquest Points earned here confer advantages in the Final stage of Port contention, the Port Battle. The maximum amount of Conquest Points is capped at 10,000 (that is, after 10,000 CP, there are no more bonuses to unlock).
   
During this stage, you can still earn [[Personal Contention Points]] to maximise your chances of being invited to the Port Battle.
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During this stage, you can still earn [[Personal Contention Points]] to maximize your chances of being invited to the Port Battle.
   
 
=Attacking advantages=
 
=Attacking advantages=
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!Points earned||Bonus conferred
 
!Points earned||Bonus conferred
 
|-
 
|-
|1000||Starting location number 1
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|1000||Unlocks the West Spawn door in Attacker Ready Room (Starting location number 1)
 
|-
 
|-
|2000||Starting location number 3
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|2000||Unlocks the East Spawn door in Attacker Ready Room (Starting location number 3)
 
|-
 
|-
  +
|3000||-5% damage debuff on the Fort Commander
|3000+4000||Fort lieutenant weakened, defense guns less effective
 
 
|-
 
|-
  +
|4000||-5% damage debuff on the Gun Emplacements A and B
|5000||Garrison commander weakened, NPC reinforcements available in the fort
 
 
|-
 
|-
  +
|4500||Spawns a group of NPC Attackers that follow the first person to talk to them (AvCom)<br>- if nobody talks to them, they'll just stand around until they're attacked!
|6000||Fort lieutenant severely weakened
 
 
|-
 
|-
|7000||NPC reinforcements available in the town
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|5000||-5% damage debuff on the Town Boss
 
|-
 
|-
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|6000||-7.5% damage debuff on Fort Commander
|8000||Garrison commander severely weakened, additional personal Initiative
 
 
|-
 
|-
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|6500||Spawns a group of NPC Attackers that follow the first person to talk to them (AvCom)<br>- if nobody talks to them, they'll just stand around until they're attacked!
|9000+10000||Additional crew Morale, favorable wind direction
 
  +
|-
  +
|7500||-7.5% damage debuff on Town Boss
  +
|-
  +
|8000||+.25% initiative regen, placed on all Attacker players
  +
|-
  +
|8500||+10 max morale, placed on all Attacker players
  +
|-
  +
|9000||Switches the wind direction to attack wind
  +
|-
  +
|9500||+.50% initiative regen, placed on all Attacker players
  +
|-
  +
|10000||+20 max morale, placed on all Attacker players
 
|}
 
|}
   
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!Points earned||Bonus conferred
 
!Points earned||Bonus conferred
 
|-
 
|-
  +
|1000||Unlocks the two remaining doors in Defender Ready Room.
|unknown||Starting location number 1
 
 
|-
 
|-
  +
|1500||+2% damage on Fort attacks
|unknown||Starting location number 3
 
 
|-
 
|-
  +
|2500||+5% damage on Fort attacks
|unknown||Additional crew morale
 
 
|-
 
|-
  +
|3000||+5% HP on the Fort Commander
|unknown||Additional personal Initiative
 
 
|-
 
|-
|unknown||Increased effectiveness of gun emplacements
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|3500||Turns on one of the extra gun emplacements
 
|-
 
|-
  +
|4000||+10% structure on Gun Emplacement A and Gun Emplacement B
|unknown||Increased effectiveness of the Fortress
 
  +
|-
  +
|4500||Adds Lieutenants by Fort Boss
  +
|-
  +
|5000||+5% HP on the Town Boss
  +
|-
  +
|6000||+10% HP on the Fort Boss
  +
|-
  +
|6500||Adds Lieutenant by Town Boss
  +
|-
  +
|7500||+10% HP on Town Boss
  +
|-
  +
|8000||+.25% initiative regen, placed on all Defender players
  +
|-
  +
|8500||+10 max morale, placed on all Defender players
  +
|-
  +
|9000||Activate the other 2 optional gun emplacements
  +
|-
  +
|9500||+.50% initiative regen, placed on all Defender players
  +
|-
  +
|10000||+20 max morale, placed on all Defender players
 
|}
 
|}
   
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<!-- Devlog link returns an Error 404 Page not found.
 
 
=See Also=
 
=See Also=
[http://www.burningsea.com/page/news/article&article_id=10448 The Final Battle] - devlog by isildur, includes port battle maps showing all the starting locations
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[http://www.burningsea.com/page/news/article&article_id=10448 The Final Battle] - devlog by FLS Isildur, includes port battle maps showing all the starting locations
  +
-->
   
  +
=External Links=
[[Category: Game Terminology]]
 
  +
[http://www.burningsea.com/forums/showthread.php?t=46601 Original post by FLS Yardarm] detailing the Contention Bonuses.
 
[[Category:Game Mechanics]]

Latest revision as of 06:25, 15 March 2015

During the second stage of Port contention, Conquest Points are earned by the defending nation and whichever nation managed to earn 10,000 Unrest points. The PVP conditions from the previous stage of Port contention are still in effect. This stage lasts for 46 hours, and the Conquest Points earned here confer advantages in the Final stage of Port contention, the Port Battle. The maximum amount of Conquest Points is capped at 10,000 (that is, after 10,000 CP, there are no more bonuses to unlock).

During this stage, you can still earn Personal Contention Points to maximize your chances of being invited to the Port Battle.

Attacking advantages

Points earned Bonus conferred
1000 Unlocks the West Spawn door in Attacker Ready Room (Starting location number 1)
2000 Unlocks the East Spawn door in Attacker Ready Room (Starting location number 3)
3000 -5% damage debuff on the Fort Commander
4000 -5% damage debuff on the Gun Emplacements A and B
4500 Spawns a group of NPC Attackers that follow the first person to talk to them (AvCom)
- if nobody talks to them, they'll just stand around until they're attacked!
5000 -5% damage debuff on the Town Boss
6000 -7.5% damage debuff on Fort Commander
6500 Spawns a group of NPC Attackers that follow the first person to talk to them (AvCom)
- if nobody talks to them, they'll just stand around until they're attacked!
7500 -7.5% damage debuff on Town Boss
8000 +.25% initiative regen, placed on all Attacker players
8500 +10 max morale, placed on all Attacker players
9000 Switches the wind direction to attack wind
9500 +.50% initiative regen, placed on all Attacker players
10000 +20 max morale, placed on all Attacker players

Defending advantages

Points earned Bonus conferred
1000 Unlocks the two remaining doors in Defender Ready Room.
1500 +2% damage on Fort attacks
2500 +5% damage on Fort attacks
3000 +5% HP on the Fort Commander
3500 Turns on one of the extra gun emplacements
4000 +10% structure on Gun Emplacement A and Gun Emplacement B
4500 Adds Lieutenants by Fort Boss
5000 +5% HP on the Town Boss
6000 +10% HP on the Fort Boss
6500 Adds Lieutenant by Town Boss
7500 +10% HP on Town Boss
8000 +.25% initiative regen, placed on all Defender players
8500 +10 max morale, placed on all Defender players
9000 Activate the other 2 optional gun emplacements
9500 +.50% initiative regen, placed on all Defender players
10000 +20 max morale, placed on all Defender players


External Links

Original post by FLS Yardarm detailing the Contention Bonuses.