Player Associations Archive
Thread: Guild War Information Please
Ok I am looking to war with another Guild.
What exactly happens when you add a guild to the guild ememy list?Is that all I have to do to war with a guild? Do they have to add my guild to their list to war?
Just looking for the basic information regarding this. Thanks
Once the war has been declared, then ALL members of both guilds are open to attack by the opposing guild at all time. It's as though you are both overt 24/7.
While this is great for the warrior types out there, any non-combatant types, i.e. Musicians, Doctors, Dancers, Artisans, and the like, are also just as attackable as the Commando or Bounty Hunter. For these non-combatants, Guild Wars become a very harrowing experiance, so be sure everyone in your guild knows what's going on before war is declared!
Hope this helps! Good like with your battle!
Looking at the manual ....
Ok mine question is about the "can fight each other freely" part. What are the two guilds TEF to each other?
Great. Just the information I was looking for. Thanks Jailyn.
Has anyone else had any guild wars. Looking for tips as well. Thanks
Because of this, Imperial PA's can declare war on other Imperial PA's, and Reb PA's can fight with Other Reb PA's if so desired. It's basically just open combat anywhere, anytime.
Glad I could help.
A good tip, as hinted at before, is protect your artisans and entertainers, or they'll get discouraged quickly. My guild temporarily lost a couple of members because of a rather intense Guild War. Also, be careful who you are going up against. Make sure the war will be fun, if you can. Set up guidelines that should be followed by both sides. A set of Rules of Engagement, so to speak. Maybe you have a few extra entertainers, so make Cantina's safe houses and combat not allowed there.
Another thing to watch out for, is Cloning Center Camping during Guild Wars. In the above war I mentioned that my Guild was in, our rival LOVED running into a cantina, killing off my Master Musicians/Dancers, and then rushing over to the Cloning Center and then killing them again as they re-cloned. Remember, it's PvP ALL the time, and even dying won't give any reprieve. I had one Dancer who was killed at least 10 times before I was able to send in some protection for her.
So as you can see, there are definately some things to watch out for. But if the war is with a guild you know, a good friendly war (If there is such a thing! :-) ) can be a LOT of fun!
Guild wars are fun as long as you set forth ground rules to which both PAs agree to follow.
We had issues with people being killed while loading in the starport/shuttleports.
Everyone that is a full member (don't remember if it includes "sponsored" members) is open to attack 24/7. We actually lost members in the guild due to the fact that they were always being slain and wanted no part of combat.
May I suggest that you find a PA similar to yours (be it role players or PvPers), set down the length of the war, and basic ground rules.
Let's actually make it a war where there can be a winner and a looser. In my first guild war (Was a war of necessity, rather then just for fun. It really WAS a war.), we defeated our rival guild so badly, we actually wound up DESTROYING their guild (They kept loosing people because of poor leadership and from what I can only assume tired of loosing.). Yet even after the guild was lost, our rival Guild Leader (We were more at war with him, then we were his guild. :-) ) continued running around spouting off to anyone who'd listen to him how he beat us. To me, that's slander, but that's neither here nor there. My point of that story was to show if there was an official way to show who won or lost the war, or if there could have been an ending point BEFORE a rival guild is destroyed, I think it would go a long way towards encouraging wars.
And have it so that both leaders could set up official rules of engagement, making it so players can't be attacked in certain areas, or certain times maybe. Make it like a trade window, where both Guild Leaders have to check "No fighting in Cantina" or "No fighting at Star/Shuttleports". And after both leaders have agreed on a firm set of Rules of Engagment, then they are law. The game makes it so it removes the Enemy TEF while in Cantina's or Shuttleports, or any other place designated, or whenever designated. There are plenty of options that could go into an official set of rules of engagement, for too many for myself to list here. This would prevent those 'Rogue Agent's' who think 'This is war, so we can kill whoever, wherever, and whenever we want!' even though the leaders have already agreed on a set of rules.
Maybe even make it so players could designate themselves non-combatants within the guild, and then when a guild war takes place, they can't be attacked. I know how badly I feel when I hear about my artisans or entertainers getting slaughtered and I wasn't able to do anything about it cause I wasn't online at the time.