
07-25-2006, 01:06 AM
|
|
Former Classic Staff
|
 |
Join Date: Dec 2002
Location: Northwest Vermont
Posts: 1,452
|
|
Guild System Plans
|
People haven't really been understanding the concept of a guild area, because the concept of the guild area isn't complete yet, and I've been slowly progressing with plans, so here goes.
Guild Areas:
Guild Areas will be accessible only one way. I am also going to make it so that guild members don't block each other in their own guild area (so you could have people blocking the entrance while unlocking the gate).
All guild areas will be added to the warp ring (warp loc at the gate), but only accessible to a member in the guild. People who die in a guild area will be warped to the same location.
Guild areas will be capturable.
At public forts, a gelat prize will be given to the winner of a round. Winning 10 consecutive rounds will reward -a- superbomb. The superbomb won't explode unless exploded (by any bomb), and will only be carryable by a member of that guild unless it is in it's own guild's area, in which case another guild may raid your arsenal. We may also approve inside levels in the guild area to be used as arsenals, but none of them may be private. The bomb will disappear if left unattended outside a guild area. (In essence, guild areas will keep arsenals). This bomb will destroy a guild's gate, until all intruders are outside of the guild area (not necessarily the guild house). They will also be sold at the Destiny Black Market to anyone, but only for an absurd amount.
Each guild will have its own flag. Any member of that guild will be able to walk up to their flag and be the flag-bearer, or remove their flag bearer status. There may only be one flag bearer at a time. When attacking another guild area, it will be the flag bearers responsibility to destroy the other guild's flag and replace it with their own. If a flag bearer dies, the flag must be picked up by another guild member or destroyed by the defending guild (as the attacking guild would destroy their flag). If an attacking guild successfully plants their flag and destroys the enemies flag, then they will control the gate. To regain their flag, the defending guild must eradicate all occupying forces (whether they can pull it off by number of remaining forces, or have to get another superbomb in which case the war can continue at a public fort).
For guilds that don't have their own guild areas, we will probably make a public flag location for flag bearers. However, it's a disadvantage not to keep an arsenal. It's also a disadvantage if all guild members are in the same time zone.
Public forts will not be capturable if the player count becomes less than 25 (so we don't cause players to be losing sleep trying to boost their guild's arsenal). This can be modified if opinions differ after the release of the system.
Any opinions or further ideas?
7/24/06:
-Rufus suggests locking a guild's gate when their are 3 or less guild members on for that guild. I could try this, but it wouldn't be the first thing to get scripted. |
Last edited by jake13jake; 07-25-2006 at 01:23 AM..
|
|
|