Player Associations Archive
Thread: How the guild war system SHOULD work. (reposted)
This is what I think would be a close-to-ideal guildwar system. It includes un-griefable/exploitable war, objectives, spoils/rewards, and safety for those who may not want to fight. It also prevents one side from just backing out without suffering losses. The costs of war are heavy, and it SHOULD be an important decision to make. You should not be open to declare AND (this is important) undeclare war as you please.
Have two PAs agree to the terms of war, such as how long the war will be, what the objectives will be (most kills, first to "capture" the others PA Hall, etc.), and what percentage of their members are allowed to be covert. At that point, once the war begins, both sides cannot back out of the war. Perhaps we could allow for one side to surrender, and in that case the winning PA should get both the spoils that were put up for the winner as well as a percentage of the money in the PA Hall treasury, that way the surrendering team loses something for backing out.
If a member is killed, they spawn "covert" in the war for 15 mins. This allows them time to catch a shuttle and leave, instead of being griefed. These spawed covert members cannot attack members of the other guild and would not count towards the percentage of PA members allowed to be 100% covert.
Covert members SHOULD be allowed. If you have 100 members, and you agree that 10% of both PAs may be covert, then 90 of your men (and women) would be open to PvP as an overt in the war. I would think the leader of the Guild and the officers would be able to assign people the "permission" of being covert, however those people would have the option to "declare" at the terminal. I don't think people should get a permission to go covert by default.
Finally, there has to be a carrot to keep members in the PA. I am not sure what this would be. Perhaps cash could be split among those who had the most kills or deaths, excluding recent acceptances. Either way, I don't like the idea of guilds allowing their crafters to leave during war. War is the ultimate show of agression and it is a STRATEGY to protect your crafters and shut down supply routes for your enemy.
However, this is still exploitable, because even if you didn't allow for money to be removed from the treasury during a war, they could always take it out beforehand incase they had to resign.
I am thinking maybe the surrendering side would get a heavy debt to pay on their PA Hall, such in the form of damage or something, that they have to pay or else the hall would be unuseable until they did. The cash would be based on the amount of members, how long the war was, or perhaps how many players were overt/covert. That money would go to the team that didn't surrender.
What do you guys think?