Player Associations Archive
Thread: Player Association Top 4.. looking for 5th issue!
- Guild notification when wars are accepted. Currently if you challenge people to war, they can flip the switch at their leisure and nobody knows until they load into a starport dead and notify the rest of the PA that someone accepted. There should be a system message and email sent out regarding accepted wars.
- Starport safe loading. Right now, there is no delay loading into starports. It's no fun traveling and finding yourself dead without a fight. There needs to be a timer before people are attackable similar to the Overt rule that allows you to load in before you can be attacked.
- Set wardurations. Our PA encounters childish individuals from time to time who will turn the war switch on only long enough to kill one person. They keep one person at their pa terminal, accept our war challenge, kill one person, and turn the war off. While I consider us to have won every time someone undeclares war, it doesn't make for fun pvp.
- Safe zones in cloning facilities. Again, the permanent tef during war could be called a pef Permanent Enemy Flag. There are issues with the system not recognizing people as dying in pvp wars which results in the deaths causing major decay. I know many people who have been killed enough times in a cloner to have 0% remaining on any decayable armor and weapon type. They need to make cloning facilities similar to the battlefields in that you cannot attack inside them.
- Participant/non participant toggle. Our pa is different in the fact that we have only pvpers contained within it and our non pvpers and Jedi grinders are forced to not be able to interact in guild chat because they are contained in a separate pa. There is opportunity for many many more people to be willing to take part in a guild war but they need to have the ability to accept or deny their participation in the war. This toggle should require that person to participate, or not for the duration of the war.
Not everyone who wants to pvp wants to guard a base for two hours a night, and guild wars are a great way to have constant fighting and fun in the GCW. Please consider my recommendation to make this issue # 5.
*Edit. Sorry if I duplicated other peoples posts. Looks like I did. should have read the whole thread, but we seem to have the same ideas for the most part.
Message Edited by MrSemi on 02-02-2005 02:06 PM
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Automiatcally at War with one another (Their Faction is at war afterall) -
Must register guild with a Faction Recruiter,a certain percentage or the entire guild MUST be factioned or neutral (neutrals will be excluded from the the faction guild war option) -
To wage war against one another, simply turn PvP Enabled....essentially, current Factional PvP -
Why this? Factioned Guilds get bonuses from their Side. Hence, its an incentive to be an All-Rebel or All-Imperial guild, and guilds actually gain benefit from their GCW side which can be used to allow the guild to play a fundamental role in the conflict. Non-Factioned guilds can join the Hutt (Neutral) faction...regardless if imp, reb, or civilian. N-F Guilds' perks may emphasis more on Jedi Hunting (underworld...BHs) or misc items, while factioned guilds get bonuses to be used to help their side in combat or related items of interest (ie: Faction Jedi Hunting, Decorations, Armours, etc). Factioned guilds' Guild NPC will become a hybrid Faction-Guild Faction one, where you can, and only can, buy these guild related perks.
Non GCW Factioned Guilds
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Since TEFs will be removed, the same rules of Guild Factions apply...where you must turn Overt to wage war against the guild that you're at war with. This is only applies to Neutral guilds, or non-factioned guilds (sorta like the Bounty Hunter Wars, and conflicts happening outside the GCW in Star Wars) -
If a factioned guild wants to wage war against an unfactioned guild, then the factioned guildmates must either: 1) Go on leave or 2) Simply Declare overt from guild NPC (guild only...rather than GCW/Guild)....but perhaps factioned guilds may only go overt and not guild overt....this part is really open for discussion...
Overall Purpose:
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Create Guild Wars between Neutral/Unfactioned Guilds -
Allow Guilds that have registered themselves to the Rebel or Imperial side to profoundly impact the GCW - for good or bad -
Allow Guilds to actually benefit from joining a Faction...rather than uniformity
Something I will think about for sure.
I don't think that would be overly complicated.
Rothin wrote:
I think the easiest method would just be to make everyone on leave when the guild war is engaged, then let them declare to fight for their guild so that only combatants are the ones fighting.
I don't think that would be overly complicated.
Niceidea, italleviates multiplethe issues with one change. ![]()
PA memberswould still needan email notification saying war is ON, without itnoone would know to go declare for duty.
That one proposed fix addresses:
How to keep crafters in the guild during a war
Switch games,youwouldn't gain anythingfrom toggling the war switch on and off.
At the same time, I also want a welcome message sent to all new members.
Message Edited by StarNick on 02-03-2005 06:09 PM
StarNick wrote:Then, what if they don't want to be a part of of the Guild War and want to do GCW fighting? More specifics might be better, as if you're set to "on leave" for a guild war...that could also mean you may not be able to go to disabled/enabled PvP until war is resolved...hopefully we're on the same page with that!Initiate Guild War-Sets all Guildmates to "On leave" with their Faction...players can change back however-If you go back to either Disabled or Enabled PvP for your faction, you can no longer participate in the Guild War until you go back "on leave" again-However- the one thing I see wrong with this...This would yield in all neutrals in the guild to be automatically at war. This would function as the guild war is now (and the only way going "covert" would be going back to Disabled PvP). Many crafters are neutrals as is...Benefits of Going on Leave for Guild War-We need benefits on why to go on leave and fight an independent war...like victory rewards...something!Message Edited by StarNick on 02-03-2005 06:09 PM
I think you're thinking about these systems being merged. I wouldn't want that. I'd want the Guild War system to exist OUTSIDE of the GCW completely. Meaning if you're on leave for Guild War, it wouldn't effect you at all in the GCW and vice versa. Seperation of systems is a good thing especially when it comes to additional tweaking later on.
Message Edited by Surseance on 02-04-2005 12:56 AM
I think you're thinking about these systems being merged. I wouldn't want that. I'd want the Guild War system to exist OUTSIDE of the GCW completely. Meaning if you're on leave for Guild War, it wouldn't effect you at all in the GCW and vice versa. Seperation of systems is a good thing especially when it comes to additional tweaking later on.
Or maybe we are taking the wrong path. Maybe we should request the exact same system as the GCW. When a guild war is declared, two factions are formed (one for each guild) and each faction is at war with each other. You could get faction bases (only stay active while the war is on, and get destroyed when the war is called off), have faction recruiters at the PA halls, Have the same PvP system, and even have faction pets. Basically use the same system the GCW uses but with each guild being its own sepearte faction. Note: You can be your guild faction and still partake in the GCW, the faction system would only be for guild war purposes.
Rothin wrote:
I think you're thinking about these systems being merged. I wouldn't want that. I'd want the Guild War system to exist OUTSIDE of the GCW completely. Meaning if you're on leave for Guild War, it wouldn't effect you at all in the GCW and vice versa. Seperation of systems is a good thing especially when it comes to additional tweaking later on.