Thread: Which way now?
View Single Post
  #66  
Old 06-30-2009, 08:41 PM
BlackSolider BlackSolider is offline
Gladius
BlackSolider's Avatar
Join Date: Feb 2009
Location: Dallas, Texas
Posts: 837
BlackSolider has a spectacular aura aboutBlackSolider has a spectacular aura about
Send a message via AIM to BlackSolider
Quote:
Originally Posted by Terazel Tenjin View Post
I'm glad that you finally took the appropriate action to push the focus of the server itself to the top.
I'm glad as well.

Quote:
Originally Posted by Terazel Tenjin View Post
What I would like to see is more focus on warfare that would become player-sustaining to a degree. Not exactly what was thought up for the original Nations and the attempted Nations revival, but something different and less complex. Territories being the incentive for groups to band together to defend and gain, while still maintaining the staple diet of quests and traditions such as movement and weapons. Gladius' idea about focus on different areas would fit right into a territories kind of gameplay; perhaps giving players more of an identity beyond guilds and into cities they occupy and call home (as Avalon was mine and Kraken's, among others).
I like this thought, as for a while I've tried to figure out how to make guilds want to leave their protective forts and go and capture stuff. Places like MoD fort are obviously capturable, but unless a guild goes there and masses "we have mod fort," it is never used. Even then, capturing it gains you nothing; no bonus, no reward outside of some shallow sense of satisfaction. I don't know exactly what kind of reward could be offered for capturing territories, but I think it would help promote guild activity. Likewise, guild gates need to be destroyable, but only when 3 or more members of a guild are online (capturing a base with no online members is kind of lame.) A bonus for capturing enemy bases would be useful as well, though again I don't know what it could be.
Reply With Quote