Player Associations Archive
Thread: A few ideas for Guilds
id just like to post a few ideas and see what everyone else thinks
1) Better/Diff Pa Halls
By this i mean Give the Architechs an option to combine a City Hall with a Guild hall and create a New Structure that serves as Both, And also give the option of Combining a Faction Base with the Construction. this would create a Building that both serves as a PA Hall, City Hall And a way to donate Guild Faction Denfences around the Building. these buildings should be bigger but of course if your combining 3 large buildings, a City/PA Hall/Base in one shotyou can save space and lots, And ad more reasons to join a PA
2) Guilds should have their own Faction, this would create alot of diversity within the Game and Give a Much greater reason for Joining a Guild in the first place. As it is now theres not much of a Reason other than from a Grouping or RP'ing stand point, which is fine and good, but Guilds need more IN GAME reasons.
Imagine Guilds having thier Faction, Two Guilds at war, Each opposing Factions, benefits can come from this.
for Example:
alot of people have a certain guild they know of and dislike, this gives people a chance to gain Faction with the opposing Guild and join the fight EVEN WITHOUT being a member of the opposing guild
it also opens up the possibility of Guild Faction Specfic Denfences, like Turrets and such that are attackable only by Enemy PA's and only Attack Enemys PA's, this incourages people to join a guild, becasue theres more fun connected to guilds
it also gives more reason to group with Guild members,since if your grouping with non members you may just be the only one in that group who can be attack by a enemy guild member. would kinda suck to get pawned right in front of your group of 10 BH and commandos with 15 AT ST all becasue they could not help you.
This in my opinion makes Guilds stonger since it incourages grouping with guild mates, Becasue if you want to gain Guild Faction point to add more defences you dont want to do it alone, and No, GCW pets should not be allowed to be used in guild wars, thatwould incourage people to SOLO
ok im gonna leave it at that for now, and see if this sparks any ideas
EastSideStreetz wrote:
Nice Ideas but couldn't that form an SWG style Maffia? Even though there is a War people shouldn't have to worry about crime lords until there a Hutt Faction
could you explain how you see that creating a mafia? as i understand it mafia's work of extortion primarly, and since noone is forced to gain faction towards a guild , it wouldnt be possible to extort players
A mafia could be formed by these reasons (Stupid Reasons)
Kill Stealers
Constant Raids on PA Halls (That would be fun)
Ooo And maby the Devs should include a kidnapping ability(More fun unless ur the one kidnapped)
EastSideStreetz wrote:
A mafia could be formed by these reasons (Stupid Reasons)
Kill Stealers
Constant Raids on PA Halls (That would be fun)
Ooo And maby the Devs should include a kidnapping ability(More fun unless ur the one kidnapped)
with the Citys Militia you can already RP a Mafia city, since the milita may kill any player with the borders, Citys milita Surrounds a vister of their city, states to that vistor he will hand over X amout of cash or be killed --theirs your Extortion
Kill Stealers- i assume you mean stealing a players kill, this already happens(missions), and im not sure how you mean it to relate to guilds?
Constant Raids on PA Halls (That would be fun)-- Very much so, alot of fun, imagine a full fledge assualt on a PA hall with defences such a turrets as described above, the defences could be wiped out, possibly donated pets that guard the Hall( like the donate on Faction bases) after a long battle the halls defences and guards are whiped, the hall in flames( like that of mission lairs), your Victory reward is say 10% of the treasury( should be a timerwhen halls could be attacked so treasuray isnt drained repeatably), and little repair droids come out to repair the hall putting out the flames. the hall never destroyed, just its denfences, guards, Treasuray won, maybe some sorta loot as price, maybe a Victory statue to be placed in the Victors own hall
you could even take that one step further and add houses that could have the PA's Defences added around thier homes, making it even harder to get near the Hall in the first place
Ooo And maby the Devs should include a kidnapping ability(More fun unless ur the one kidnapped)--I could see this working if we added Guild Mascots, instead of kidnapping a guild member , Kidnap their mascot lol
Yep not all guilds are "Faction" and "PvP" Oriented. You see in this MMO----RPG Some people
ACTUALLY
RPG!!!
I mean serious what a weird concept?!?@!?!
I know many Entertainer and Commerce guilds that would detest your ideas.
CM_Ronin wrote:
Yep not all guilds are "Faction" and "PvP" Oriented. You see in this MMO----RPG Some people
ACTUALLY
RPG!!!
I mean serious what a weird concept?!?@!?!
I know many Entertainer and Commerce guilds that would detest your ideas.
Theres no reason why a gaining "Faction" with a Guild has to be for the Benifet of PVP, a Commerance guild could benfit if Buying Guild Merchandise Allowed the purchaser to Gain Faction points That inturn could be used to to purchase Items placed on say a Faction Vendor, Such as the way we currently buy from the recruiters
Merchants could then place items on "Faction vendors" set the FP needed to purchase, and incourage players to buy from them inorder to gain spendable FP
and im sure there are more ways, PVP isnt the only gain from Guild having Faction
It would be a difficult to institute and only really used by a few so it would be kinda pointless...not gonna happen.
However I deffinitely agree that there needs to be a huge increase in personal structures. Especially in the Corellian department. We don't have any balconies, they all look generic, and we need a 1 lot home. Tat can suck on it since you only use 7 lots for your PA hall, and Noobian smalls can take up 1 lot however we of the generic/corellian worlds get the shaft as far as a private home that isn't an extra thousand sq. ft.
Oh and let us use the balconies, I've been wanting to have a duel pit up there for the longest time.
For the Kill Stealer thing I meant camping out waiting for somebody to attack something big like A Krayt then your entire group goes out and kills the Krayt and harvesting the tissue, while the original person who attacked the Krayt suffers the most damage and gets very little exp and no tissue,or pearls etc.
EastSideStreetz wrote:
For the Kill Stealer thing I meant camping out waiting for somebody to attack something big like A Krayt then your entire group goes out and kills the Krayt and harvesting the tissue, while the original person who attacked the Krayt suffers the most damage and gets very little exp and no tissue,or pearls etc.
Correct me if im wrong, but i take that statment to mean that your against grouping or promoting grouping, becasue you think a group VS a solo hunter gains more kill rights?
id also like to point out that the guild factions part of my original post was just that, a part of it, the PA Halls/Houses portians of my post could be applied to the IMP/REB factions, meaning a IMP Guild could say increase their citys defences if say each home was allowed to have a donated turret, covert scanner, like the bases can, or the halls having defences as i describe above. considering the footprints/lot REQ of these defences it would make for a much smoother and protected IMP/REB city to have the Donate Defences on our buildings. IMHO atleast
No I was speaking hypothetically. If there was a SWG maffia formed an example of a maffia type thing to do would be to wait until a player who allready engaged the beast deals significant damage. Then the "SWG Maffia" could run in and take out the beast with little or no effort and reap all of the benefits (except exp).
Besides I LOVE GROUPING (except when I get lag which is verrrry often)