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Old Jul 13, 2007, 05:33 AM // 05:33   #1
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Default Guild Idea--Looking Towards The Future!

PLEASE READ ALL BEFORE POSTING

As of the future the games will become persistant, many people on Guild Wars are pushing for a better feel of "Guilds actually having WARS". Here in this post ill put a possible idea which will be simple, easily possible, and fun.

Description

Over the last 100 years the mortal races of Tyria have Used there Ships and found a Huge mass of Islands. Seperated in the Earthquakes of The Destroyer. These island where torn a part into Thousands of small islands.

Now guilds are buying construction teams from there home town and are starting building Guild Halls on the Islands. But now wars are breaking out between guilds as the Land not occupied by guilds are being fought over.

Guild Halls

Every guild has the right to set out and start fighting for control of the land of the Islands. But first they must create a base of which to set there base of operations from. Guild Leaders may talk to Guild Builders in Citys to accuire some Land. The price for the Land will be quite big as it is persistant, there will need to be room. So guilds will have to save up to buy a bit of land.

There will be 1 hall per Island. The Island will be rather small bout the size of them today. Players can buy Upgrades from the upgrades trader. (Not the GuildLord as he is a target for raiding guilds see later.)

Guilds can buy all the things you can today. But they may buy buildings for there halls. Such as a Guild Monument. The monument houses all of your Guilds Aceivments such as tournament cups, land owned in Nomans land (explained later), Guild Battle wins etc. All the acheivements that your guild gets. You can buy a meeting room which is placed somewhere in your hall. Maybe even member housing that could be underground. This is a brief idea of what could work.

Guild Capturable Land

There is land on These Islands which cannot be used to build Guild Halls on. There will be quite a lot of these Islands and they will be quite a lot bigger than the Size of Guild Halls. The Capturable Islands are divided into Sectors. These Sectors have one Keep on each of them. This keep is what lets guilds own the land in its sector. After the Earthquakes the Civilization that was living here left countless Keeps over the land. Now these Keeps are used to hold land in "Guild Wars".

To capture a Keep a group of 8 or more must go into the Keep and stand at The Top of the Keep on the roof. There will be a flag there. You must be with in earshot of the flag to count towards the capture of the hall. You must have 8 player active around the flag to start the capturing process. This will make sure that the raiding guild cant just have someone who walks in and capture it. To take it You must wait 20 minutes. 10 mins to turn the flag from Enemy to Neutral. Then another 10 to go from neutral to friendly. No matter how many players you have there it takes the same set time to capture it.

Guilds in alliances will own a keep between all the guilds in the alliance. This means when one guild is asleep an Allied guild can come and defend the keep.

Defence Of Keeps

Of course the keep will house Garrisons of Troops which defend the keep. Each level of the Keep will have about 10 troops and a Commander which is quite a bit stronger than the troops. There will be 5 levels in the keeps and then there will be the roof which will have 15 Troops Guarding The Flag plus 2 commanders. This helps Guilds defend the Keep and make Raiding Guilds come in large partys to capture land

To quickly defend keeps players who capture a keep will have a portal in there hall which links to every Keep they own. When they click on the portal the map will come up and like map travel you can click on a keep and instantly travel there. This also gives guilds a reason to take land! Easy travel between places!

There will be Unseen Seige Weapons like in Nightfalls Kornan Keeps. These will fire at Unallied Guilds and deal Damage and knock them down every 10 seconds. The range of the seige weapons will only be when you are earshot to the keep.

Archers will be on top of the Keep Firing at you. And there will be small Groups of Troops patrolling sectors. Troops respawn every 40 mins.

Reasons To Capture Land

Each area you control makes you earn more "Land Faction". This faction determins how many patrolling guards you will have in your area, and increase the range of your seige weapons. Plus each floor will have extra men on them depending on how much faction you have. This also determines what your level of your guards are.
The faction goes up quiker with more Keeps. But youll lose faction if any of your guards die or you lose a keep. Teh cap for the faction is 1,000,000. This makes your guards max lvl, the seige raidus max, and gives 5 extra guards on each level and the amount of guards patrolling.

Another reason is easy travel through nomans Land.

Guild v Guild

I dont have an idea for this currently but Anet could use the same concept as GvG today.

Boats

Guilds can purchase boats and then use them to start a GvG or for use for travel between different islands. Players can click on the steering wheel of the boat then they become the boat. Then use WASD keys to steer the boat through the water. Untill they come to whereever they want. There could be a way to even fish...and maybe even have Ship Battles between other Guilds. A guild can only have 20 Boats at one time. These ships will be used for player transport.


Any more ideas please post

Last edited by Alex The Noble; Jul 13, 2007 at 08:10 AM // 08:10..
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Old Jul 13, 2007, 07:22 AM // 07:22   #2
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IMO, this'll make Guild Wars too much like an RTS. An... MMORTS. Kinda. I think the resources thing is pushing it, remove that and have holding captured land give you faction or something and it'll give PvP'ers a little more incentive to control the islands.
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Old Jul 13, 2007, 08:01 AM // 08:01   #3
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ok looking bak over it again is see what you may as it would make it feel a little bit like RTS but...persistant capturing requires stratergy. I dont think a bit of stratergy can hurt?

And with the resource thing...well i think it should be changed.

Thxs
Alex
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Old Jul 14, 2007, 01:51 AM // 01:51   #4
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Short of a gazillion spelling and grammar errors the idea is... interesting, however I don't see it happening. It doesn't quite fit in historically/contextually and within a short time this would result in only a few select strong guilds warring while others would quit or watch from behind. Guild Wars is all about everyone having equal chances and unless they reset everything every couple of weeks or so, that just wouldn't be so. However in doing so, your idea would lose all point too since it's meant to be persistent, it doesn't work either way.

/not signed, it needs much more thought put into it (and a spell-checker).
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Old Jul 14, 2007, 03:24 AM // 03:24   #5
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Quote:
Originally Posted by Alex The Noble[U
Reasons To Capture Land[/U]

Each area you control makes you earn more "Land Faction". This faction determins how many patrolling guards you will have in your area, and increase the range of your seige weapons. Plus each floor will have extra men on them depending on how much faction you have. This also determines what your level of your guards are.
The faction goes up quiker with more Keeps. But youll lose faction if any of your guards die or you lose a keep. Teh cap for the faction is 1,000,000. This makes your guards max lvl, the seige raidus max, and gives 5 extra guards on each level and the amount of guards patrolling.

Another reason is easy travel through nomans Land.
Why faction again? So, the reason to capture land is ... to be better at capturing land?
Give captured land a use at least, like valuable resources and constructible/destructible player mining/agricultural towns.
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