PlaneShift

Gameplay => Wish list => Topic started by: Suno_Regin on August 02, 2005, 06:25:02 am

Title: More 'Realistic' Guild War System
Post by: Suno_Regin on August 02, 2005, 06:25:02 am
I\'m disapointed with this guild war system. When we fight we just kill them and they go to the death realm, then they come back and attack us again.

What we need is a way to kill people in wars so they can\'t participate in that war until it is over, nor can people kill that person again.

Also I think wars need to be based on strategy, instead of just charging in and killing members of that guild, there needs to be bases and wargrounds, and we can make use of catapults that blow off about 25% of someone\'s health when they get hit.

There needs to just be an area that has catapults, castles, fields, weapons bases, supply bases for people who need healed, etc.

Each guild war should be in a different location on the wargrounds, just in case there are other guilds at war, that way they won\'t interfere with their battle. This would be almost like the arena, there are walls seperating different rooms full of monsters, just like in the war ground there is a wall seperating each war from interacting with other conflicts.

When you start the guild war, you should get automatically teleported there, and a message should come up asking if you want to participate in the war, its a yes or no answer. If you click yes then you get teleported to the wargrounds, if no then you stay where you are and resume what you were doing.

I know if this idea is considered it would take a long time to make, but for the future it could be considered when theres no sign of another update in side for a while.

Comments anyone? :P
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Post by: Karyuu on August 02, 2005, 06:32:36 am
Ack ack ack! Some good ideas within your post, but some dreadful ones too. Let\'s dissect ;)

I too agree that right now the guild wars are rather bland, especially when members just come back from the DR to attack once more. How are guild wars solved, exactly? I\'m not familiar with how guild leaders decide that enough is enough. Do sides keep track of who is murdered when? I think the idea that once you are killed by an enemy, you can no longer participate, is a good one.

Now. As for catapults, castles, battle fields..? Not only is that in the far and distant future, but why should every guild have this in every war? Not only would it depend on the resources of the guild, it would depend on their preferences. I am more than sure that there are stealth guilds out there that would prefer methods of assassination rather than blatant catapulting of boulders.

Teleporting to a battlefield is also COMPLETELY unrealistic, and does not promote RP in ANY way at all. A big no-no. Please consider how your suggestions will influence the main centerpoint of PS - roleplay. No special battlefields for wars, no teleportation.

So the first part of the post was decent, but then it tumbed ;)
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Post by: Keyaz on August 02, 2005, 06:54:58 am
mmhmmm, well done expect it to happen in the next 5 minutes ^^


it will more then likely be tinkered with, just not now
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Post by: Danok on August 02, 2005, 07:01:43 am
A major difficulty in coming to terms with waging war is in dealing with the question, \"just how DO we wage war?\"  Establishing the rules of engagement are very difficult as in a game such as this you\'re going to see Guilds with VERY different alignments and belief systems.  To use more modern analogies--do we fight like the British in the Revolutionary war (high honor, extensive rules of engagement, ridiculously lame tactics) or like the guerilla-warfare terrorists of today (no honor, no rules of engagement, highly deadly tactics).

There is part of me that hopes the RP will develop to the point that such things like rules of engagement and neutral locations will actually be decided by players, in-game, in Guild meetings or \"war-councils\" or what-have-you.  There is even the potential to have politics enter into it in a very real-world fashion, the \"diplomats\" of respective Guilds working desperately to arrive at some kind of agreement before all-heck-breaks-loose.  That begs the question how do diplomats from different guilds find each other when the RL players live in 24 time zones but the RP world has no phones, faxes, or even written letters for that matter--but that goes beyond the topic of this thread...

This conversation could go very deep, but just to scratch the surface:

I think some kind of filter to exclude players already dispatched would not only be helpful, but necessary.

Catapults? Castles? Not yet, but I think there DO need to be open locations where war can be waged---we can\'t have all pandemonium breaking out within the city, now can we?  Or should we allow it to happen?  I guess the question becomes how chaotic or orderly do you want the world to be?

This from a guy from a \"peaceful\" guild...

/ramble off

Joy and Peace,
---Danok
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Post by: Shasta Soda on August 02, 2005, 07:09:17 am
It would be nice to have a nice LONG field where we can take out battles. Maybe castles on each side. So we can play capture the flag. Or capture the enemies castle.
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Post by: Keyaz on August 02, 2005, 08:04:07 am
go to the arena, or the hills, lenty of open space there, and for now, you will have to organise the rules of engagement tactics etc amongst yourselves and other guild leaders, and make sure none of your members disobey these unwritten rules.

personally i dont see myself being in a guild that goes into war, Explorers are generally neutral and try to help people out, no matter what, i will defend another being weith my life, but not harming another beings life, be it one of the sentient races we know of.

if ever the explorers went into warfare i doubt we would have much of a heirarchy system giving out orders, more so set teams that balance out skills needed to survive, everyone person is unique and shouldnt be restricted to an order such as \'go hit the rat!\'

just my two pants... err pence...no! cents! thats it cents!
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Post by: Shasta Soda on August 02, 2005, 08:51:21 am
Wouldn\'t it be great to watch two guild battle it out. Possably with allies. I think that would be very fun.
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Post by: pigottsm on August 02, 2005, 01:44:26 pm
maybe the dead characters should be stuck in dr until the war is over, that way they can no longer participate?
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Post by: Karyuu on August 02, 2005, 02:00:52 pm
Would be rather boring for those players, and I\'ve a feeling guild wars would become a very rare thing. It would probably be easier and more convenient to make players that have been killed unable to attack, or be attacked, until the war has ended.
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Post by: Keyaz on August 02, 2005, 02:01:40 pm
no, personally i\'d prefer to see a large group of players participating in a roleplay \'war\' against a herd of rabid devourers or something along that difficulty, where they need each other and their skills to survive, its all about teamwork and roleplay
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Post by: lukus on August 02, 2005, 05:03:41 pm
Well, i\'ve yet to play this game so i don\'t truly know the situation of the guild war system, but one MMORPG i used to play till they stoped devlopement had a great guild war system which was one of the main reason i played it, if not one of the most exciting parts of the game.

In terms of dying, you just respawned in town with a black name above your head (till the guild war was over) instead of the repective colour and out of respect the dead stayed dead... but the dead battled each other.  

The guild war was won when the leader was killed, so naturally you had to protect and defend your leader while hacking at the oposing leader which lead to some tatics and strategy because you were either easily killed (weaker) or equal and could sit there all day.  For example i used a magic spell called reflect... and i basically killed somone twice my level that could 2 hit me because he pretty much killed himself as i reflected his magic back at him.  

These were requested guild wars so /war and the other side could accept or decline.  I dont know if the war system on here like that or :guild A declars war on guild B, guild A and B can then attack the crap out of each other when ever they like till the one who declaired it gives up or gets guild B to give them 1000000gold as payment to end the war?

The other part of the guild system was the guild town, every X amount of days the guild town war would go on where guilds faught each other (free for all) to earn the rights /ownership of the guild town untill the next war.     The advantages of the guild town was to summon players to you, in the town (teleport basically) trace where fellow guild members are + shops /forges etc.. for crafting dedicated to you with some rare items purchasable (expensive, but purcasable... but they were like to get your moral from evil to neutral... different game /system of course)

The way the guild town was won is who ever stayed on the \"stone\" at the end, his or hers guild won owner ship of the town.

but maybe that\'ll give you a form of alternative play your\'ll be happy with?

However, you could quite *easily* implent several types of game play for alternative locations, I.e. a map with two *castles* one for each guild, you\'d have to raid and bash down the entrance to the other guild\'s castle, kill NPC guards that maybe the leader can place down? make your way into the castle and kill the leader? etc... That, can also be manipluated into a capture the flag style game.

It depends how far you would want to take it or how far the devs would really.

Personally i find siege weapons to be a bit OTT and takes the game play away... you might aswell devlope more spells in its place that balances guild wars out.
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Post by: Talamir on August 02, 2005, 05:32:45 pm
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go to the arena, or the hills, lenty of open space there, and for now, you will have to organise the rules of engagement tactics etc amongst yourselves and other guild leaders, and make sure none of your members disobey these unwritten rules.


Beleive me..I\'ve tried that, it doesn\'t work :P


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go to the arena, or the hills, lenty of open space there


Then every time someone dies they come back to the deathrealm, and take a whole nother trip to the hills to get killed again? That won\'t work.

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There needs to just be an area that has catapults, castles, fields, weapons bases, supply bases for people who need healed, etc.
your getting creative Suno :D

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How are guild wars solved, exactly?
weeelll, if one guild corners another and delivers kill after kill, it\'s up to the other  leader to get annoyed, and target the leader of opposing guild,and do /yield..BUT since some people whine about spawn camping and all those unwritten rules dem mentioned, it is almost impossible to force someone to yield, unless your like us and break the rules when you see your getting nowhere. Thats  why the guild wars need to be changed. Totally impossible to actually deliver a win anytime soon.
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Post by: Suno_Regin on August 02, 2005, 06:45:41 pm
I was too lazy to read most of the comments, but for the first comment given, maybe not teleported to the battleground, but maybe allowed access to it from somewhere in the arena if they want to participate, something like that.
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Post by: hramrach on August 02, 2005, 08:04:18 pm
I would expect the guild war could be even permanent - ie. leaders of two concurrent thieve guilds could declare war and never end it.

As it is now, the death realm is very small and so is the world. This makes the guild wars quite pointless as it likely moves to the spawn point.

But if the world was larger you could gain control of a city by severely weakening the presence of the other guild in there.
With the current system I cannot see much other benefits the guild can get.
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Post by: Talamir on August 02, 2005, 08:18:36 pm
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I would expect the guild war could be even permanent - ie. leaders of two concurrent thieve guilds could declare war and never end it.


Thats a great idea! /me likes it much.
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Post by: hramrach on August 02, 2005, 08:34:37 pm
And if the idea of \"evil\" and \"not so evil\" guilds takes off, you have one more reason for a permanent war.
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Post by: Suno_Regin on August 02, 2005, 10:02:30 pm
Well how about war strategies? Like setting up defense bases and such, we could have NPC armies with player generals :P