Politician Archive
Thread: GCW: liberate factional cities or Capture the Flag
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DaQuilla
Sat May 22, 2004 10:12 am
#1
In the threads concentrating on the influence player cities could have on the GCW (here, here and here) allmost everybody making suggestions included to have player cities declare to a faction (with certain prerequirements) and thereby give perks like disallowing enemies to use city buildings (such as shuttle/clone/garage ...), spawning NPC guards to patroll the streets and (if the specialisation "stronghold" where chosen) to give all overts of said faction bonus to defences.
It was also stated often, that there had to be a chance to nullify these perks for a certain periode of time - effectivly liberating the city of the factional "oppression".
I'd like to concentrate discussion about this "liberation" - under what circumstances should it accure, how long should it last, what benifits should the "liberator" get besides doing something "good" (good only from their point of view).
Now I like this idea of "Capture the Flag" - in a factional player city a factional flag is in the city hall. It can only be captured, if all defences of the city are destroyed (IMO a factional city has to have a faction base on its terretory) and if certain proceedures are followed in the city hall undisturbed - capturing the flag leaves the cities armed citizens a certain amount of time (20 minutes?) to recapture the flag (kill the one carrying it - is the carrier vissable or not?) before the bonus of the city is nullified - the moral boost from the strong forces stationed there and the flag giving hope is gone - the restraints of not letting overt enemies shuttle/clone/repair are reversed and NPC guards stop patroling (disapear).
The captured flag could then be put in the city hall of a declared enemy faction city - instead of giving FPs it gives an additional moral boost (defence bonus or a bonus to aggressive stats such as attack speed and accuracy) to fighters for this city (overts of same faction in city radius) on top of the stronghold bonus (if they have it as specialisation). Maybe while having a captured flag in a city the recruiter of the base of this city can give out special factional equipment for limited time (skillenhancers or such). Of course the goal for the enemy faction that just got its flag captured is to recapture the flag (dispite the advantage of the other faction throw double bonuses) in a certain amount of time (24 hours?) to regain the bonus in their city (should they also rebuild their base) - otherwise the city stays "liberated" until next update or the one after (and declaring faction again costs FP).
You could take this idea further and let the enemy faction, that captured the flag, place their own flag in the "conquered" city hall. This could have the effect, that factional bases of the defeated faction can't be built in this region for a certain amount of time (48 hours?) NPC guards of opposing faction start patrolling the streets and the overts of the conquerers get a def bonus in the conquered, once enemy city (maybe with a deadline of max. 48 hours until flag disapears, all bonuses are nullified, city has to declare again which costs FP and demands a base to be built).
Now does this "capture the flag" apply to the idea of factional cities? Does it bring more meaning to GCW (kind of is this Zone of Control players always want).
How far can you go with "conquering" an enemy city and forcing the other faction onto it's citizens (patrolling enemy faction NPCs - def bonus for the actual enemy of the city) - or can you go even further and let them take money out of the treasury - be able to build factional buildings in the city?
edit - no paragraphs
Message Edited by DaQuilla on 05-22-2004 10:37 AM
Message Edited by DaQuilla on 05-22-2004 10:39 AM
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