I don't like the permanent damage to areas though degrading the value with it being fixable or re upgraded is fine. Instead of changing the terrain you could have the nids slowly increase in population at the area they cap and send roughly a quarter of there force to assault a nearby base every hour or so. This would make them a threat that needs to be cleared out relatively early, they could start with a small enough population that they aren't much of a threat but grow in population every 15 min or so.
It might be cool to have a global agenda like underground structure that you have to purge to recapture the area.
mmmm think the nid should fortify there captured terriotry? soo turn that beautifully imperial stronghold into the sick twisted living bio fortress/ hive? It don't need to be a complete remake of the base, just add a bunch of nid bits to it based on how long its been under nid control. Then once you capture the base you have to spend time and RP cleansing it till you can begin rebuilding and using the territory. This would serve as a away to pull away some of dominating factions attention and resources away from the front line.
I think their ability to divert the attention of the faction(s) on the receiving end of their attentions are key. From this perspective, I think Fireeye's idea is an interesting one. If the tyranids can tear into your back lines if left undefended, and if having a tyranid strongpoint makes further infestations more likely for areas in proximity in the world map, that would make dealing with them key - otherwise, left unchecked, your whole back lines could be brought under by an infestation. While I empathise with Djemo's point that going to bed and waking up to find the tyranids have taken over would be frustrating, its no less frustrating than realising your enemies decided to take a sleepless night and have pushed you back to your base (something WAR players may recognise). Plus, in a global server, the effect of one country/region being asleep is a lot less severe. However, if the tyranids can only weaken structures behind the front lines, the impact may be minor. As a faction, I probably don't care if bases 30 minutes' drive from the front line have been downgraded. Only a nutcase team of enemy suiciders is going to try to operate that deep in enemy territory, and they first have to purge the tyranids before they can take the base. Then they have to take it and hold it while surrounded by enemies who can easily retaliate. Not the world's greatest incentive to react to a back line threat. If they hammer your front lines, your forces are there anyway, so its no great loss to redirect a few to deal with the tyranids. Equally, anyone attacking you has to go through the tyranids as well, so they're not necessarily an automatic problem. Of course, if you make them a nightmare in the back lines, then you hit Djemo's other point that no-one is going to *want* to go back and clean up tyranids in PvE when there's interesting PvP going on, so it'll be considered as much of a pain in the rear as the old WAR mechanic of having to do PvE quests to lock zones in PvP. There were generally few willing volunteers for that particular grind, because it was so unrewarding. On the other hand, make it too rewarding and people will flock to deal with tyranids and leave the front lines undefended. Not an easy balance to strike. Thing is, if the tyranids aren't enough of a pain to prevent population dominant / overly successful races from dominating the open PvP landscape, then what is? Because we'll need something to stop powerful or populous races stamping on everyone else, otherwise we risk the imbalance turning away players of the less populous races and making it difficult to introduce new races further down the line. There's a ton of ways it could be done, all of which will annoy the dominant races to a fair extent, but having nothing in place is probably more risky. There's not much fun in PvP if everyone re-rolls to join the winning side, killing both the balance and the game in the process...
The issue i see with this is that the "big-time" guilds will eventually control tyranid movement and if the resources depreciate then they will leave it alone until another "respawn" of resources. I like the idea that things can be repaired back to health but we would need more info on how repairs and all that jazz works.
I like this idea a lot. it makes sense to have the land deteriorate under Nid infestation, forcing the occupying force to spend time cleaning house to get things back to normal. IB
From what I have read in the forums, the devs have said that the tyranid infestation will vary upon how much territory or resources you control, as a guild. So if you control a vast majority you will be attacked more often by them and with greater numbers, maybe some big guys (carnifex) idk.. which seems like it falls in well with this mechanic. I still think that the people that can afford to drop a resource point and just reclaim a fresh new one, will do so..leaving a nid infested resource for the peasants. This might be an issue and it will really depend on how resources will generate and how repairs will work as well.
If thats implemented then players would have to have the option to build new outposts and such on these areas ar a cost or else it would severly limit any kind of non-tyranid over pvp fighting
Wonder if we could be able (in very large numbers), to Strategic manipultion of the Tyranid moment... i mean... some one smart could... would... should... be able to do it? making a way for Tyranids to a short cut to the Eldar base and make them "nomnomnom" all of their defences... then after "if they survive the clash" attack them afterwards... such Manipulation would be very... nice in some way...