Player Associations Archive

Thread: Guilds Wars

AryethRahn
Wed Aug 18, 2004 2:37 pm
#1

How do they work?



Lieutenant Aryeth Rahn
Hypokennedy
Wed Aug 18, 2004 4:48 pm
#2

Not very well, but that is my opinion.

My guild has been in 2 and after awhile the war just turns into a shuttle load in kill fest. If you want to have one I suggest you set up some rules with your opponent like no killing at shuttle ports, let people leave a battle area if they ask, set a length of time the war will last and anything else you can think of.

I had always thought that if you set up rules it does kind of take away the excitement and rush of getting attacked all of a sudden.

To set one up you have to enter the guild tag of your opponent on your guildhall terminal. Then your opponent has to accept it. From then on you will con red to that guild and vice versa 24/7, until one guild turns it off.
Ariven
Wed Aug 18, 2004 5:14 pm
#3



Hypokennedy wrote:
Not very well, but that is my opinion.

My guild has been in 2 and after awhile the war just turns into a shuttle load in kill fest. If you want to have one I suggest you set up some rules with your opponent like no killing at shuttle ports, let people leave a battle area if they ask, set a length of time the war will last and anything else you can think of.

I had always thought that if you set up rules it does kind of take away the excitement and rush of getting attacked all of a sudden.

To set one up you have to enter the guild tag of your opponent on your guildhall terminal. Then your opponent has to accept it. From then on you will con red to that guild and vice versa 24/7, until one guild turns it off.




Rules -do- make the war.. and you have to be sure that everyone in the guild, even those on vacation, know what is up.

The RU did a war with a guild on bria, was interesting...

Some of the ground rules were:

1) All of coronet is safe ground
2) All of theed on the section where the cantina/starport/cloner is safe ground
3) All starport tarmacs in FULL starports are safe ground (mining outpost on dant doesn't qualify for example)
4) Shuttle load kills are discouraged but not prohibited
5) AFK kills discouraged but not prohibited
6) All people wearing non-combat profession titles (Medic, doc, scout, entertainer) were off limits and could not participate as defender or attacker without putting notice through guild rep to the other side and switching tags


The neutral zones gave us lots of playground in which to role play stuff... had some interesting sessions....

Problems happened with people jumping the gun when they see red and people saying "oh, I just logged back on and haven't read my mail so I didn't know what was going on" but those were not that bad and fairly rare.


We just ended our war due to large attrition in the RU from people quitting the game all at once and their guild leader doing the same.. kinda took the fun out of everything for a while

good ground rules and -everyone- being on board is essential...
AtraJedi
Wed Aug 18, 2004 5:36 pm
#4






AryethRahn wrote:

How do they work?







I would highly recommed against it.


I made a similar post a month ago and teh forum moderator also advised against it.The two guild leaders made sure to make the rules clear to each guild. And sure enough, it was a clone camping contest and go ugly very fast...






-Atra
-New Sig coming soon
Ariven
Wed Aug 18, 2004 5:54 pm
#5



AtraJedi wrote:


AryethRahn wrote:
How do they work?



I would highly recommed against it.

I made a similar post a month ago and teh forum moderator also advised against it. The two guild leaders made sure to make the rules clear to each guild. And sure enough, it was a clone camping contest and go ugly very fast...






Our war with RoI would probably still be going on if we hadn't lost 13 accounts between the two guilds all at one fell swoop..

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