Player Associations Archive

Thread: Factioned Guilds Feedback

The_Swain
Tue Feb 24, 2004 5:59 pm
#1


My thoughts, short and simple:



Step One - Align PA to a Faction

o) Option chosen by the Guild Leader, may take a length of time to become active once chosen (giving guildmembers a chance to contemplate leaving)

o) All members of factioned guild are overt, all the time, (lose overt status for 10 minutes after cloning, maybe?)- (Also, perhaps only overt to other enemy factioned guilds?)



Step Two - Recieve Missions from Faction

o) Leaders of the chosen faction [Vader, Emperor, Luke, Jabba (maybe)] deliver weekly (daily?) missions to the declared PA. So long as the primary objectives of these missions are completed within an alotted timeframe (possibilities discussed below), the mission would be considered successful.

o) Participation of the PA in such missions should not be optional - this is the cost of aligning your guild to a faction. It is up to the Guild Leader to see to each assignment's success, because he/she may personally suffer if the guild itself fails to deal with its assignment...

o) Missions should include such goals as: Simply be present for the landing of an important officer, diplomat, or ambassador, as a guard to the event; attempt to assassinate or capture said officer, diplomat, or ambassador; hold a city for a certain length of time (what defines "holding" to be determined); attack an enemy aligned guild's PA hall; mass-caravan missions; hunt missions (not bounties, but scouting POIs and whatnot); recruit new members to the Empire/Rebellion; etc.

o) Successful completion of the mission could reward the PA with lump sums of faction points to be administered by Guild Leader to members, raising of guild's "prestige rank" within a factioned-guild ranking system, badges, or other benefits to be discussed.

o)Failure to complete missions may result in loss of faction points for the guild or Guild Leader, loss of "prestige rank", negative badges, or other drawbacks to be discussed.


Step Three - The Competition

o) It makes sense that accomplished guilds be rewarded by receiving bigger, more difficult, and more lucrative missions (or the option ot advance the Guild's "rank" so that such missions become available). This race to the top is one such competition which would result from this system.

o) The Factioned Guild system is meant to directly involve players with the Starwars heirarchy by means of their commands, as well as to provide scenarios where multiple PAs compete with one another or work together to complete the same mission, perhaps, or to thwart those PAs with opposing goals (in the case of oppositely faction-aligned PAs).




*** - Input Appreciated. I would like to finalize this brief concept with ideas from other people interested in seeing PAs directly involved in the GCW.

Message Edited by The_Swain on 02-24-2004 08:06 PM



-"Sergi, King of Naboo"
BadMisterFrosty
Tue Feb 24, 2004 7:24 pm
#2

step one. It is true, there is a problem within the definition of the covert/overt-system with factioned guilds, since they pose some sort of unit in the faction. But, you cannot kill the overt/covert-system for certain players, because the same rules apply to them as to everybody other factionplayer. They can choose between both statues for several reasons. The devs won't undermine these system.


step two. you cannot create missions which players have to do at a certain time, due to different timezones of the players. Some people may not want to be forced to make a mission at 4:30 a.m., especially against the double number of other players who play at afternoon in their time. But I would like to see guild-missions (or missions for greater groups) as you described. They could be provided by those NPC or terminals. I am against rankings since this is killingfun more than it entails. See DaoC, its all about realm-points, nobody is playing the game, they are at work.


I made a post about faction-guilds, uniforms, crests and the like. Take a look at:

http://forums.station.sony.com/swg/board/message?board.id=Player_Association&message.id=1821











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Terinati
Wed Feb 25, 2004 12:14 pm
#3

"nobody is playing the game, they are at work."


As long as you have a game with any kind of reward that takes a good deal of playtime to earn (which is something that a game needs if it's going to keep players' interest for more than a few days), there are going to be oodles of people who don't play the game, they simply work to get the rewards, and then when they get them, they complain that the game isn't fun (because they have never actually played it) and they quit.


For details, see the FSCS and Holocrons. There's a reason they call it the grind.


But that doesn't mean there shouldn't be rewards/goals that are attainable for those of us who actually want to play the game to get there.



Ademantus Terinati

Chairman, Ordo Fidei Aeterni


"The only thing necessary for the triumph of evil is for good men to do nothing."
- Edmund Burke

The_Swain
Fri Feb 27, 2004 5:08 pm
#4

Firstly, thanks for taking the time to read through my post - it shows that you may have some genuine interest in the subject.


In any case, some of the events a guild may recieve would betime-specific, yes, but that is why they are guild-bound missions which are never assigned to the individual. But your point is valid. Perhaps a guild option to detail the typical hours of operation which the guild abides by, for ease of appropriately assigning these quests/missions?




-"Sergi, King of Naboo"
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