Player Associations Archive
Thread: Guild Wars Discussion
Message Edited by Puertoriqueno on 02-05-2005 06:40 PM
Also though this system (as I had suggested in the other thread), guilds should be able to gain prestige to buy helpful guild items/decorations by doing quests. A guild PvP rating may apply to this too, as if you're successful and won a war, you recieve guild prestige or unlock guild-war ONLY items...
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Guild Militia -
NPC Guild Officer -
Guild Terminal -
Guild Flags (Placeable Structure)
How to start War World III
Using the tools above, starting a war with a rival guild will be easy! To start, all those who want to participate MUST join the Guild Militia, this is not only a system the guildmates join, but also a log. Non-militia personelcan NOT earn combat-related guild rewards for being a soldier and fighting for your cause. The Guild Militia will keep track of every registered guildmember's kills/deaths and overall guild PvP rating. At different levels, players can unlock new guild rewards and perks that are combat related. All other perks can be done by both non-militia and militia guildmembers via a guild quest system (with some restricted to crafters). All rewards and quests are attained via the NPC Guild Officer.
Now, you the Guild Leader has fielded an army when all your combat guildmembers registered with the Militia. It is your job to antognize the enemy, and start a full blown conflict! Initiating a war will be the same as it is now, where its mutual and must be done via the guild terminal. As soon as war is agreed upon by both sides, each guild leader recieves three (3) "Guild Flags".
What are guild flags you may ask? They're quite simple. They're BATTLEFIELDS!! Each side can place 3 Battlefields that ONLY guildmembers from both sides can enter. Once placed, they cannot be redeeded and if no battle takes place within 30 minutes, the battlefield will despawn and will be counted as a "loss" towards the guild that placed it, and likewise a "win" for the rival guild. All 6 battlefieldsmust be played on, or until a guild wins 4 battles first (hence the other side has no hope of winning...sorta likeThe World Series),or a mutual cancellation of war (aka an armistice and subsequent peace) for the War to end.
II. To wage a Guild War
Overview
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Guild-members in Militia (The army you fielded) -
Your guild flags (these can be called battlefield markers as well)
Guild Battlefields
Now you started a war, now you must fight. Lets pray you win! As mentioned in the first section, in order to end a war the hard way, you must fight on all 6 battlefields or 4 battles (ie You win the first 3, your rival wins the next 2, you win the last....or 4 battles). IF both guilds win 3 battles each (thus played on all 6 fields), then the war is declared a draw and ends with both sides getting some prestigue. This is open for discussion, as we can also have a "tie breaker" battlefield if this happens...
So now we get the point; you have to bash your rivals' heads more than they bash yours. So whats actually on the battlefields? For starters, I don't know a whole lot about battlefields as to be honest, I never really bothered with them back when they were up....but we ALL know that system wasn't the best. So this section is definately up for some debate...so lets throw some curve balls:
Simple Battlefield
A simple battlefield involves 2 small guild bases, each guarded with some turrets and fairly high level guild NPCs. For cool asthetics, these can be randomly generated "troopers" that have guild tags. (IE "Nitaon Sunrof (an IDI Soldier)"...."Ske Lomek (an IDI Officer)"....or "Nitaon Sunrof (an IDI Forces Soldier)"..."Ske Lomek (an IDI Forces Officer)"). Maybe they don't have to be so random, and we can actually choose what they want to wear by dropping a uniform onto the NPC Guild Officer. This would make all guild NPCs on the battlefield to spawn wearing YOUR guild uniform!
The goal of both sides is to:
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Kill the NPCs -
Kill the Turrets -
Kill the base's main entrance gate and enter it -
Shutdown the reactor and plant explosives
Each side wants to try and prevent this from happening. Also, there would be a battlefield timer of 2 hours (up for debate), and if by then no side has destroyed their rival's base, then whoever has the most PC kills wins. When you die, PvP rules apply...where you can be rezzed. However, if you clone back at the base, you will have to wait for the base's cloning facility to "process" you. This could be a small downtime of around 5-10 minutes (afterall your base is under attack, the cloning facility folks are under stress!). Rather than your soldiers being booted, they will have to wait until they can get back into the fray. Also, guildmembers that are outside the battlefield can enter it ANYTIME during the battle...they will act as reinforcements, which also have a timer...around every 2.5 to 5 minutes. (they will have to wait until reinforcements come).
Once you destroy the base, the battle is over and the guild that won gets a huge amount of guild prestige that can be used to purchase combat and non-combat related guild perks. Also, a percentage of this prestige will be given to ALL guildmembers universally (crafter/entertainer only quests would do something similiar). Those in the guild militia that participated would get the most however.
Complex and otherBattlefields
Any ideas anyone? I think the NPC idea above would work for any set-up. A more complex battlefield could be something like WoW's battlefields in development, where there are outposts and such (and other bases rather than just 2). Or another wherethere are"zones of control" such as in Battlefield 1942 and Battlefront. A rival guild must either control all points on the battlefield to win, or control the most after the battle timer runs out. This system could function similiar to the online first person shooters out there, and thus no downtime for dead guildmates may not be needed (except for the reinforcements timer). Likewise, the longer your guild controls a zone, maybe a turret gets built to fortify the point...or after 5 minutes of controlling a zone, you can have a crafter place a battlefield structure to reinforce...this could allow crafters to join up too. These battlefield structures can be bought at the NPC Guild Officer and crafted by crafters.
- Guild Prestige
- Guild Prestige Bank (GPB) and Guild Ranks
- NPC Guild Officer
- Guild Militia
- Peace
Starting with guild prestige, this would be the cumlative point total of your share of the guild's achievements. Any guildquest, any guild battle, anything that any guildmember achieves in the name of his or her (or it's) guild, some prestige will be given to ALL guildmembers. Guild battlefields would be no different, and would award a substantial amount to those that braved the heat of battle. Guild prestige can be used towards guild rewards, or deposited into the "Guild Prestige Bank (GPB)". Likewise with all achievements, a small percentage is dropped into the bank, which would be applied towards Guild Ranks. Guilds can put their prestige towards attaining guild ranks that allow for the NPC Guild Officer to reward more and/or better perks, as well as guild leaders or officers abilities to use on the guild Battlefields. Guild ranks are not individual ranks such as Colonel or Captain, but rather what level your guild is at in status. A Level 4 guild has more access to guild perks, and a few enhancements to use on the battlefield, while a Level 1 Guildwould not have such.
Also with prestige gainage: The percentage is not deducted from the initial amount whatsoever. For example, you recieve 3,000 prestige for doing a guild mission. You gain the full of that prestige, while 5% of that original number and 20% of that original number go to other guildmembers and the guild respectively. Thus, you would get 3,000 prestige...everyone else (save you) would get 150, and the guild would get 600.
Next the NPC Guild Officer, this is the NPC where you go to, to attain guild ranks, rewards, and customize your guild so to speak. As mentioned earlier, you could establish a guild uniform that the NPC Guild Officer as well as randomly generated battlefield ones will wear, maybe even what weapons they'll use too. All "extra" guild doodlings would go through this guy. Meanwhile the guild terminal would be used for what it is used now, admissions, titles, member lists, etc.
Almost to last, there will be another guild terminal...one specifically for the Guild Militia. Here, you can either add or take yourself off the militia. It will list all other registered members, and their statistics and ranking from guild combat. The system will collectively record all battlefield records (which after a war you can erase to unclutter, but you cannot during a war), and show those who are registered or not, and their kills/death/rating. The Militia system likewise will keep track of how many kills your side attained in each battle, and act as a tie breaker. Maybe also this could be applied overall if both sides end up winning 3 battles each, and need a tie breaker too. Also, the more kills you have...the more guild prestige you will attain on the battlefield.
And finally...the peace. Once you win either on the battlefield or because of a tiebreaker, the guild war is resolved and your side wins. As a result, all members get a nice amount of guild prestige for winning the war.
Notes on Misc Items of Interest
-Crafters could get guild prestige for crafting guild perks (battlefield structures) and missions
-Entertainers could get guild prestige for performing guild missions
-Non-combat related guild missions should give out nearly equal related prestige as the battlefields OR make non-combat perks cheaper
For instance, if you chose one of the several options for war it could be more of a seek and destroy form. Phoenix Squadron is an military rp pa thats primarily a fighter squadron. We have an imperial ground division specifically assigned to tracking us down, infiltrating and destroying us.
It would be useful for this type of guild war that members of the imposing guild could only attack if you came in very close contact to the enemy. Close enough to be recognized and spotted as an unfriendly. This would allow pilots to still be able to set foot in a major city, just they'd have to do it appropriatly.. Carefully.. and conscious of EVERYONE around them.
This would allow for different options of guild war such as the basic all out war for ground based uber guilds, or infantry divisions where simply spotting the enemy from afar greants imediate attack. Like Jabba's mercenary forces spotting a few stormtroopers charging their way.
I'm not entirely sure what the several guidl war options could be , but i think allowing for some context variety would enhance the game alot. Like being able to play cat and mouse, sneek and destroy, or even espionage... Or just plain all out battles, depending on your decision and perspective desires.