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Old Dec 16, 2006, 02:14 PM // 14:14   #1
Lion's Arch Merchant
 
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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I've heard many people ask about actually having Guild Wars.
So over a few days i've been going over my mind for options, and i think i've come good from it.

Long Post ahead.

Idea:
Two Guild face off on an island roughly twice as big as a Guild Hall.
Team A and Team B are roughly 2 minutes distance as the Mage-on-10-hp Runs.
There are very few obstacles on the way to the enemy hall, the only obstacle you will encounter is about 1:30 from your base upon arrival the the Outer Gate.

NPCs:
1. Guild Lord, game objective as always.

2. Troop Commander, enemies may choose to kill the Troop Commander for less NPC troop co-ordination.

3. Artillery Spotter, choose to kill, Artillery Spotter has a large line of sight with which he can co-ordinate Artillery Shots from the Inner Wall and Courtyard.

4. Mercenary Banker, bribe to remove, teams allied to their respective Banker may hire Mercenaries for x gold/minute spent ALIVE. Once a mercenary has died, you no longer pay a fee.
Mercenaries
- Corsair Warrior
- Corsair Ranger
- Shining Blade Necromancer
- Shining Blade Elementist
- Am Fah Assassin
- Am Fah Monk
- Jade Brth. Mesmer
- Jade Brth. Ritualist

5. Special Troops Commander, choose to kill, Special Troops Commander supplies Guilds with Special Weapons.
Special Weapons
- Battering Ram, needs 4 Participants to move, reduces move speed by 30%
- Catapult, needs 4 Participants to move, reduces move speed by 50%
- Militia Squad, 10 NPC Militia spawn, low damage, low armor, low heath.
- Scout, agile unit, low damage, low armor, low health, exceptional line of
sight, exceptional speed.

6. Alliance Captain, choose to kill, choose to enable prior to game start, allows Alliance Members to join the game, also allows the following Mercenaries.
Alliances Mercs.
- Warrior
- Elementist
- Ranger
These mercenaries are more expensive, but make up for their cost.


To solve the poor guild issue, mabye a Guild Fund, which automatically recieves 10 platnium from no player or other, the fund can not be increased, it is spent on Mercenaries and Spec Troops.


Spawns
2 Minute Spawns
- Warrior x 8
- Monk x 4
- Elementist x 4
- Ranger x 4
- Mesmer x 2
- Necromancer x 2

4 Minute spawns (alternate)
- Assassin + Ritualist
- Assassin + Paragon
- Assassin + Dervish
- Ritualist + Dervish
- Ritualist + Paragon
- Dervish + Paragon

All units spawn in the "Courtyard"

NPC Garrisoning.
Alike to Hero/Henchman positioning, you approach your Troop Commander, he acts like a notice board/map where you can place a certain amount of *unit* in *location*

Garrisons
- Watchtower A ( Outer Wall )
- " " B ( Outer Wall )
- " " C ( Near Guild Lord )
- Outer Gatehouse
- Inner Gatehouse
- Spotter's Hill
- Guild Lord
- Hiring NPCs
- Trebuchet
Garrison Crowding Rule:
No more than 5 units per Garrison to attempt to reduce lag. ( any more and Garrisons would be pointless )

Constructive critism please!
Also, additions are welcome.
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