Player Associations Archive
Thread: Guildwar Revamp, Using Existing Code
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Eacrataes
Wed Mar 24, 2004 10:06 am
#14
LunaticFringer wrote:
I posted the following in the GCW forum but have put it here at Jascentia's request also:
http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=135841
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I'm suggesting this in the GCW forum simply because I think this relates to the heart of what it is.
As long as alligned PAs are being considered; I'm thinking it should work something like the following (but we should all put in a few ideas and hope TH and them take a look at it):
1) The PA hall itself, since it's factional, should be purchased using Faction Points for installations at a Recruiter. The PA hall would then not only act as a PA hall but also a Player Base. With the exception that I don't necessarily think a Factioned PA hall should be able to be destroyed by the opposite faction simply because it could cause way too many problems for players across the board. Instead, I'm thinking, the PA hall would have the HQ function in that it acts as your PA hall for your PA members... but mainly just gives your PA immediate access to a Factional Recruiter/Mission terminal where ever you plop it down at. Another exception being that one would not necessarily have to have a player town to place the Hall in. *not sure if this is how it works with the other factional installations since I've only seen them in player cities or within their borders*
Problem: Neutrals getting guild halls
2)Obviously, one would have to be declared to to purchace the PA hall, this just helps reinforce the idea that you are actively pursuing a Factional PA. Be proud, sport your colors.
Problem: Neutrals
3)This is the tricky part, well not so tricky, but in order for you to add a member to your PA then... they'd have to already be alligned with that faction. Hense the recruiter being a functional part of the Faction PA hall. It won't allow for Nuetrals in your guild this way. And on the bonus side, since it would be there, the recruiter and the mission terminal makes it easier for non-alligned *friends* to quickly join the guild. -the coding for this could be tricky though-
Problem: Neutrals
4)This goes without saying but if you quit the faction you effectively quit the guild as well.
Problem: Neutrals
5)Perhaps Factional PA Halls should have more room to put items given their *military* nature as well. They literally will have to serve as a HQ afterall.
Problem: Neutrals
This is all I can think of at the moment; but, please, do add any ideas to this.
The Lunatic Fringer
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Now with the above idea, I've already heard that the recruiter could be a bad idea because it'd give the guild the option of basically endlessly going overt again at the PA hall while under attack. I've also got feedback on it should be just as opt to be destroyed in raiding as any other factional building. My thoughts were leaning more towards a PA shouldn't have to worry about their PA hall being destroyed if only maybe one member or no members are online and a group of the opposite faction gets a little gutsy... that's a little unfair to the attacked PA.
The Lunatic Fringer
Frost_Dmig
Sat Apr 03, 2004 2:56 pm
#15
Optional Participation:
Not every member of a Player Association wants to be included in PA Wars. Allow members to chose an option to not participate in Wars at the PA Terminal.
Not every member of a Player Association wants to be included in PA Wars. Allow members to chose an option to not participate in Wars at the PA Terminal.
And expanding on BadMisterFrosty's list.
Elimination Mode(Short War, few hours)
Each participating member of the Player Association gets one death by the opposing Player Association (Deaths from outside forces do not count). Player Association members select that they want to participate at terminal just after war starts, say about 10 minute window. Player Association members that are not on for 10 minutes are eliminated. Player Association that has all of it's players killed or eliminated loses.
Each participating member of the Player Association gets one death by the opposing Player Association (Deaths from outside forces do not count). Player Association members select that they want to participate at terminal just after war starts, say about 10 minute window. Player Association members that are not on for 10 minutes are eliminated. Player Association that has all of it's players killed or eliminated loses.
Notes:
Kills are awarded to the opposing Player Association only if a participating Player Association member would have gained loot rights for the kill, not just preforming the DB. If you die from some other means, the death does not count towards the elimination.
The need to choose to participate prevents inactive members from being counted as 'Still to be Killed'.
There should be some notification as to how many are 'Still to be Killed' ineach guild.
smokeAcola
Tue Apr 06, 2004 1:38 pm
#16
OMG, this is one of the best ideas that i have heard that is logicall!!!!!! I like it alot also and will promote it any day !!
(atho this should have been in from the start)
/sign
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