PvE GvG Idea for Guilds by Hand of Death and Zhou Feng
I was talking with a young man in GW while we played he goes by the name in game of The Hand of Death. While we where talking we came up with some ideas to add more conflict to GW. This is just a sketch. It consists of making Guilds more Influence/Political based capable of controlling Lands, Subverting other Guilds, Banding/Alliances with Other Guilds... in short a lot of Guild vs Guild stuff other then just combat for recognition.
This idea is right now under works as the time of writing this. Who knows maybe it will get implemented maybe not. Some may believe it is a complicated or complex idea. Keep in mind no one is forced to use these features. There are just another way for conflict in the GW World.
Plot of Lands
The main idea at work. Guilds are now capable of controlling Plots of Lands. These Plot of Lands are not "random" but instead predetrmined by the Map. A maximum number of Plots of Lands are available in certain map sections (ie Kryta, Ascalon) Only Guilds with a proper Guild Hall can benefit of controlling Plots of Land. In order to gain control of a Plot of Land Guilds interested must vie for it. This is determined in some way. Specifics are still on the works.
When a Guild succesfully controls a Plot of Land it gains Resources from this Plot of Land. This is translated into gold and crafting materials as means of a Tribute the land dwellers pays to the Guild Hall. Each Plot of Land however has a Manteinance Rate. This Manteinance Rate determines the Plot of Lands Feelimgs for the Guild Hall overall. Therefore:
Higher Tribute/Lower Manteinace = Higher Chance for Land to rebel. (Oppresed People)
Lower Tribute/Higher Manteinance = Lower Chance for Land to rebel. (Happier People)
Normal Tribute/Normal Manteinace = Moderate Chance for Land to rebel. (Moderate People)
Theres a max number at which tribute is paid so Guild Halls cannot over tax a plot of Land. keep in mind however that at a maximum Tribute payment Plot of Lands feelings plummet faster. The more Plot of Lands the Guild controls however the higher the overall Manteinance becomes. Remeber IF Manteinance is not paid the Lands Feelings plummet faster and they can Rebel. A Land that Rebels does not initially become open for control. At this point before the Plot becomes free the Guild has one last chance to retain control but success rate is averaged depending on Guild Fame and how the overall Land feeling is (the lower it is after rebelling the lower the success is) In this last chance the Guild can use ONE special Guild only "Influence" skill. Like subvert population. Or reward population or even brainwash population. Hell we could even put Torture population for those sadists out there :P. Each skill has a diffrent effect. THIS IS STILL AN OPTIONAL FEATURE STILL DISCUSSED! It might just be Land Rebels and Plot is lost for simplicity. Keep in mind that the better the Manteinance is the Plot of Lands feelings grow higher which entitles to bonus resources including rare items and crafting materials.
A Guild can challenge another Guild for control of a Land if both have proper Guild Halls. The challenged Guild can refuse BUT this translates as losing face to your Plots AND the challenger gets a free chance to "harass/raze" Land. if both decide to combat for Land then the GvG map is taken to a map location non random which represents that Lands characteristic (all farm plots would have a farm type Land to fight on) Defenders start out with an outpost manned depending on Plots Feelings. The Higher Feelings the Plot has for Guild the higher Defense will be a to a certain Limit. Defenders killed in this skirmish cannot be revived. Attackers gain depending on their amount of resources (Ties into my Guild Politic Ideas) diffrent war machines up to a certain limit. (I WANT WAR! YES WAR!) THIS IDEA IS ALSO ON THE WORK! DONT SAY IT SUCKS GIVE CONSTRUCTIVE SUGGESTIONS!
Z

