Player Associations Archive

Thread: Guild Wars Discussion

Rothin
Sat Feb 05, 2005 6:10 pm
#1

Hey Everyone,


Since our Issue thread sort of became a debate for this topic I figured it was deserving of its own entire thread so that we can fully discuss what all we would like to see involving guild wars in the game. You can discuss the current system and how you think it could be improved, such as what features to add, etc..


Please keep this to constructive critcism only, IE if you say someones idea won't work, explain why and then suggest alternatives to make it work. Don't just discount an idea.


Once we've discussed it for a while, I will gather up all the information and draft a proposal for a new Guild Wars system in the game based on all of your ideas.



Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

MBLAST
Sat Feb 05, 2005 6:17 pm
#2

I think the current system is very good the way it is.



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LexxYovel
Sat Feb 05, 2005 6:17 pm
#3

Hmmm, where to start? How about this:


-Allow some guild members to be exempt from guild war. I know many times crafters will leave because they are tired of being killed.

-Find some way to stop clone camping. Add a sort of timer perhaps?

-There needs to be a way to determine victory. You could choose the following:

1.) Kill the most people

2.) Capture the flag

3.) Territorial expansion

I dont have any specific details, but this would allow there to be a clear victory.


-Add a timer. Make it so you can set a time for when a war starts or ends.


I need to go, but I hope these ideas help



ORegal Imperial DefendersO
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Puertoriqueno
Sat Feb 05, 2005 7:39 pm
#4



I would say this is a tough one. There is a problem with all guild members being targeted by the war, being that some are not combatants. But I see no clear way to solve this. I would suggest, if it is at all possible, to allow a guild to have two branches, militia and citizenry. That way the guild war only effects those that chose militia........in every war there are always those that choose not to fight. I suppose that the exception could be if the city was attacked, in which all members in the city are targetable.


The other thing I suggest is that a declaration of war has to be agreed to by all combatants. Perhaps something similar to the allegiance system.


Finally, when at war, a defensive bonus should be applied to those that are inside their home city. This would make a city attack more difficult. I suggest something like a +50 defensive bonus to ranged and melee, but only within city limits.


It is up to you guys to comment on whether the ideas above are silly or have merit.

Message Edited by Puertoriqueno on 02-05-2005 06:40 PM




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




Clajo
Sat Feb 05, 2005 7:54 pm
#5

Here are a few ideas, a few may be similar to others who have already posted



Maybe allow guild members to use the guild terminal to:


Join the guild militia

Resign from the guild militia

Check who they are at war against

Check the current score tallied in successful kills of the enemy guild ie: [ <Guild A> = 35 ] [ <Guild B> = 28 ]



A system could be put in place to:


Declare victory after a set amount of points are reached

Give the guild its own "PvP" rating based on guild wars kills and victories







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Clajo~Thoro
<CoS>
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StarNick
Sun Feb 06, 2005 7:41 pm
#6

Guild Militia....that is an EXCELLENT idea. It perfectly fits into the notion of guilds having a covert/overt system similar to the GCW, but at the same time seperate and only pertaining to guild wars.

Also though this system (as I had suggested in the other thread), guilds should be able to gain prestige to buy helpful guild items/decorations by doing quests. A guild PvP rating may apply to this too, as if you're successful and won a war, you recieve guild prestige or unlock guild-war ONLY items...



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StarNick
Sun Feb 06, 2005 8:46 pm
#7

Guild Wars


War is heck. So why do we fight? Simple...glory...as well as cash. So there needs to be an incentive for us to fight in SWG right? Right. Currently the system is woefully insufficient, and offers no reward nor no true victory...this outline will draw on other ideas from this thread and the top 5 thread as well, from the start and end of a guild war....


I. To Start a Guild War


Overview



  • Guild Militia


  • NPC Guild Officer


  • Guild Terminal


  • Guild Flags (Placeable Structure)

How to start War World III


Using the tools above, starting a war with a rival guild will be easy! To start, all those who want to participate MUST join the Guild Militia, this is not only a system the guildmates join, but also a log. Non-militia personelcan NOT earn combat-related guild rewards for being a soldier and fighting for your cause. The Guild Militia will keep track of every registered guildmember's kills/deaths and overall guild PvP rating. At different levels, players can unlock new guild rewards and perks that are combat related. All other perks can be done by both non-militia and militia guildmembers via a guild quest system (with some restricted to crafters). All rewards and quests are attained via the NPC Guild Officer.


Now, you the Guild Leader has fielded an army when all your combat guildmembers registered with the Militia. It is your job to antognize the enemy, and start a full blown conflict! Initiating a war will be the same as it is now, where its mutual and must be done via the guild terminal. As soon as war is agreed upon by both sides, each guild leader recieves three (3) "Guild Flags".


What are guild flags you may ask? They're quite simple. They're BATTLEFIELDS!! Each side can place 3 Battlefields that ONLY guildmembers from both sides can enter. Once placed, they cannot be redeeded and if no battle takes place within 30 minutes, the battlefield will despawn and will be counted as a "loss" towards the guild that placed it, and likewise a "win" for the rival guild. All 6 battlefieldsmust be played on, or until a guild wins 4 battles first (hence the other side has no hope of winning...sorta likeThe World Series),or a mutual cancellation of war (aka an armistice and subsequent peace) for the War to end.


II. To wage a Guild War


Overview




  • Guild-members in Militia (The army you fielded)


  • Your guild flags (these can be called battlefield markers as well)

Guild Battlefields


Now you started a war, now you must fight. Lets pray you win! As mentioned in the first section, in order to end a war the hard way, you must fight on all 6 battlefields or 4 battles (ie You win the first 3, your rival wins the next 2, you win the last....or 4 battles). IF both guilds win 3 battles each (thus played on all 6 fields), then the war is declared a draw and ends with both sides getting some prestigue. This is open for discussion, as we can also have a "tie breaker" battlefield if this happens...


So now we get the point; you have to bash your rivals' heads more than they bash yours. So whats actually on the battlefields? For starters, I don't know a whole lot about battlefields as to be honest, I never really bothered with them back when they were up....but we ALL know that system wasn't the best. So this section is definately up for some debate...so lets throw some curve balls:


Simple Battlefield


A simple battlefield involves 2 small guild bases, each guarded with some turrets and fairly high level guild NPCs. For cool asthetics, these can be randomly generated "troopers" that have guild tags. (IE "Nitaon Sunrof (an IDI Soldier)"...."Ske Lomek (an IDI Officer)"....or "Nitaon Sunrof (an IDI Forces Soldier)"..."Ske Lomek (an IDI Forces Officer)"). Maybe they don't have to be so random, and we can actually choose what they want to wear by dropping a uniform onto the NPC Guild Officer. This would make all guild NPCs on the battlefield to spawn wearing YOUR guild uniform!


The goal of both sides is to:




  • Kill the NPCs


  • Kill the Turrets


  • Kill the base's main entrance gate and enter it


  • Shutdown the reactor and plant explosives

Each side wants to try and prevent this from happening. Also, there would be a battlefield timer of 2 hours (up for debate), and if by then no side has destroyed their rival's base, then whoever has the most PC kills wins. When you die, PvP rules apply...where you can be rezzed. However, if you clone back at the base, you will have to wait for the base's cloning facility to "process" you. This could be a small downtime of around 5-10 minutes (afterall your base is under attack, the cloning facility folks are under stress!). Rather than your soldiers being booted, they will have to wait until they can get back into the fray. Also, guildmembers that are outside the battlefield can enter it ANYTIME during the battle...they will act as reinforcements, which also have a timer...around every 2.5 to 5 minutes. (they will have to wait until reinforcements come).


Once you destroy the base, the battle is over and the guild that won gets a huge amount of guild prestige that can be used to purchase combat and non-combat related guild perks. Also, a percentage of this prestige will be given to ALL guildmembers universally (crafter/entertainer only quests would do something similiar). Those in the guild militia that participated would get the most however.


Complex and otherBattlefields


Any ideas anyone? I think the NPC idea above would work for any set-up. A more complex battlefield could be something like WoW's battlefields in development, where there are outposts and such (and other bases rather than just 2). Or another wherethere are"zones of control" such as in Battlefield 1942 and Battlefront. A rival guild must either control all points on the battlefield to win, or control the most after the battle timer runs out. This system could function similiar to the online first person shooters out there, and thus no downtime for dead guildmates may not be needed (except for the reinforcements timer). Likewise, the longer your guild controls a zone, maybe a turret gets built to fortify the point...or after 5 minutes of controlling a zone, you can have a crafter place a battlefield structure to reinforce...this could allow crafters to join up too. These battlefield structures can be bought at the NPC Guild Officer and crafted by crafters.


In the end, a guild battlefield system may work better than a covert/overt free for all, any where, any time brawl. Not only will these be instanced, they will also give the "war" feeling, as well as let crafters help too (very similiar to how the GCW battlefield system could be played out...even though that is not on topic, a new battlefield system taken from this for factioned combat could work...but make em BIGGER, with lots of vechs and faction goodies!)


III. The Peace Treaty


So your army has won 3 battles, but lost 2. Your guild comes upon the last, and probably the most epic battle in your little war. If you win...you'll be declared a hero, if you lose...the war drags on. But what if you win...?


Overview



  • Guild Prestige

  • Guild Prestige Bank (GPB) and Guild Ranks

  • NPC Guild Officer

  • Guild Militia

  • Peace

Starting with guild prestige, this would be the cumlative point total of your share of the guild's achievements. Any guildquest, any guild battle, anything that any guildmember achieves in the name of his or her (or it's) guild, some prestige will be given to ALL guildmembers. Guild battlefields would be no different, and would award a substantial amount to those that braved the heat of battle. Guild prestige can be used towards guild rewards, or deposited into the "Guild Prestige Bank (GPB)". Likewise with all achievements, a small percentage is dropped into the bank, which would be applied towards Guild Ranks. Guilds can put their prestige towards attaining guild ranks that allow for the NPC Guild Officer to reward more and/or better perks, as well as guild leaders or officers abilities to use on the guild Battlefields. Guild ranks are not individual ranks such as Colonel or Captain, but rather what level your guild is at in status. A Level 4 guild has more access to guild perks, and a few enhancements to use on the battlefield, while a Level 1 Guildwould not have such.


Also with prestige gainage: The percentage is not deducted from the initial amount whatsoever. For example, you recieve 3,000 prestige for doing a guild mission. You gain the full of that prestige, while 5% of that original number and 20% of that original number go to other guildmembers and the guild respectively. Thus, you would get 3,000 prestige...everyone else (save you) would get 150, and the guild would get 600.


Next the NPC Guild Officer, this is the NPC where you go to, to attain guild ranks, rewards, and customize your guild so to speak. As mentioned earlier, you could establish a guild uniform that the NPC Guild Officer as well as randomly generated battlefield ones will wear, maybe even what weapons they'll use too. All "extra" guild doodlings would go through this guy. Meanwhile the guild terminal would be used for what it is used now, admissions, titles, member lists, etc.


Almost to last, there will be another guild terminal...one specifically for the Guild Militia. Here, you can either add or take yourself off the militia. It will list all other registered members, and their statistics and ranking from guild combat. The system will collectively record all battlefield records (which after a war you can erase to unclutter, but you cannot during a war), and show those who are registered or not, and their kills/death/rating. The Militia system likewise will keep track of how many kills your side attained in each battle, and act as a tie breaker. Maybe also this could be applied overall if both sides end up winning 3 battles each, and need a tie breaker too. Also, the more kills you have...the more guild prestige you will attain on the battlefield.


And finally...the peace. Once you win either on the battlefield or because of a tiebreaker, the guild war is resolved and your side wins. As a result, all members get a nice amount of guild prestige for winning the war.






Notes on Misc Items of Interest


-Crafters could get guild prestige for crafting guild perks (battlefield structures) and missions


-Entertainers could get guild prestige for performing guild missions


-Non-combat related guild missions should give out nearly equal related prestige as the battlefields OR make non-combat perks cheaper





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

StarNick
Sun Feb 06, 2005 8:49 pm
#8

That took a good hour to type up...thoughts/comments appreciated, plus I prolly will be adding stuff or correcting things as my thoughts where every where while typing that!





--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

Archrival
Mon Feb 07, 2005 5:34 am
#9

I don't know why this has taken so! long to sort out this has been a problem sinse the game went public over a year ago and I beta even in beta.


What needs to be implimented if not already is a command for the guild leader and only the guild leader to declare war with out having to goto the pa hall.


This allows the 2 sides to meet in a pre arrange time and place.


One of the guild Leaders offers a Decleration to the other guild Leader, The 2 guild put up something to fight for Credits or item or just for honor (i.e put up nothing) however if one side puts up a bounty then the other side must meet offer to a equal amount Example If Guild A puts up 500K then Guild B would have to either put up the same amount of credits or Put a PA hall or something to the same value.


1.THe guild Leader of Guild A types /declarewar with Guild B's leader Targeted


2.The guild Leader of Guild B Either accepts or declines.


3.Once the Offer has been accepted the window to place credits or items up for risk.


4. Once both Sides click done there be 30 secs count down.


5. After the 30 Secounds count down the 2 sides ALL Change color, The Guild leaders would be a different color. Playing as Guild A members they would see all of Guild B members as Yellow, and their Guild leader bright Red. Guild A's leader will be a bright pink, while Guild A's members would see each other in green.


The colors would be reverse depending which guild your fighting on. To outsiders they would all appear white.


These colors will help to determin, Who's the enemy, Whos the enemy leader and who is friendly and whom to protect.


The Victor is the Guild who manages to kill the other Guild leader while keeping your own guild leader alive.


6. After the guild B Leader is killed Guild A would get the Pot.


7. Return to step one orhead to the nearest Cantina etc....



Simple.



code of the Sith,

Peace is a Lie, There is only Passion
Through Passion I gain strength
Through strength, I gain power
Through Power, I gain victory
Through victory, my chains are broken

Shall the force free me...

May the Force serve you
The way of the Sith
GloriousLeader
Mon Feb 07, 2005 9:55 am
#10

How about this. Multiple forms of guild war.

For instance, if you chose one of the several options for war it could be more of a seek and destroy form. Phoenix Squadron is an military rp pa thats primarily a fighter squadron. We have an imperial ground division specifically assigned to tracking us down, infiltrating and destroying us.

It would be useful for this type of guild war that members of the imposing guild could only attack if you came in very close contact to the enemy. Close enough to be recognized and spotted as an unfriendly. This would allow pilots to still be able to set foot in a major city, just they'd have to do it appropriatly.. Carefully.. and conscious of EVERYONE around them.

This would allow for different options of guild war such as the basic all out war for ground based uber guilds, or infantry divisions where simply spotting the enemy from afar greants imediate attack. Like Jabba's mercenary forces spotting a few stormtroopers charging their way.

I'm not entirely sure what the several guidl war options could be , but i think allowing for some context variety would enhance the game alot. Like being able to play cat and mouse, sneek and destroy, or even espionage... Or just plain all out battles, depending on your decision and perspective desires.



General Terrance Darkshader
IV Alliance Naval Fleet
Commanding Officer, Phoenix Squadron

Rothin
Mon Feb 07, 2005 9:59 am
#11

Great ideas guys, keep them coming!





Rothin Skyshrine

Retired Galactic Senator
Former Player Association Correspondent
"A people that values its privileges above its principles soon loses both."

Puertoriqueno
Mon Feb 07, 2005 10:14 am
#12

I would like to revise my prior comments due to some great ideas added since I posted. City militia is already in place....all that needs to be done is restrict the roaming targetting to those people, unless you are in your enemies city, where all guild members are venurable to attack, but have the defensive bonus I mentioned.


And yes, I still think that either the entire militia needs to vote on a war, or the militia leader has to be chosen by the militia and he or she decides the declaration status.




~<<<EGIDA>>>~
/// Master Architect/Master Artisan/Master Merchant \\\
\\\------------Master Politician/Novice Fencer------------///




atytula
Mon Feb 07, 2005 11:52 am
#13

StarNick has some really good ideas. I haven't read his full post yet, but I do want to make one comment.


Guild Faction

While I feel the mechanics of guildwars was properly described by SN, I do feel the way wars are handled should be a bit different. Every guild should be a faction. If you are part of the guild, you are part of that guild faction. Using the guild terminals you can declare yourself covert or overt in your faction.


Declaring War

To declare war, you just label a faction as your enemy. It is possible for a guild to declare an NPC faction as its enemy (like CorSec, Jabba, Imperial, Rebel, .etc...) and the NPCs will always be considered the enemy. When declaring on a guild, they would have to declare back on you in order for overts to fight in the war.


The advantage to making guilds there own faction is we can use the current GCW system (and the new one when it goes live) to allow players that don't want to PvP to not be affected by a guild wars. It uses the rules of the GCW system (healing players etc...) to make the war fair and it allows guilds to war against NPC factions as well (an maybe in the future allying with NPC factions).


Other then that, I think StarNick is on the right road on how guild wars should be implemented.




General Kazar Racillen, Master Smuggler
Echo Battalion CO (Eclipse)
http://www.echobattalion.com
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