I think that a lot of good ideas have been given on how to improve this. They include:
- Having a huge supply of gold and iron armour at the respective bases, so the armour is always worn and is the method of team identification.
- Giving a large supply of identical weapons at either base (but I would put better weapons hidden in the villages).
- Allowing both teams to have iron, but no armour can be made from it.
The other issues were simple misunderstandings.
Firstly, the building was supposed to be restricted to on the bedrock base. Terraforming, building or mining the dirt outside the bases was not intended. Even I made a mistake to that when I started the entrance to the Law fort. Obsi's new design should hopefully fix that.
The aim was to have the teams make use of the resources in the villages, e.g the food and anything else found. We didn't have to mine or break the village, just find the chests.
The dropping/leaving of forbidden items was only meant for the metals (iron and gold), I think. Other items like arrows and food were fine as spoils. So that should not have held up any play. The larger supplies of armour and equal weapons should remove the need for this aspect of the scenario.
Communication was an issue. I wanted to talk to the Law team about how I thought the fort should be made, but couldn't speak to all of them privately, and not all were on Mumble. I might have to see whether it is worth getting a different chat plugin that can speak within groups, but it might be awkward to set up and would only be used for this sort of event.
The mobs I liked. They made night-time the prime time to sneak up on the enemy, but also the riskiest time. I only got into the Kelly fort after travelling via night from Law to our village to the Kelly village and waiting inside the rear village gate till dawn. Then I rushed over and tried to find my way in.
So I think it went very well for a first go. We know what worked and what didn't work. For the first team combat on the TOG servers, I think it was a success.