i've had this idea for a guild wars system that i think is pretty even matched no matter which team you are on - save maybe some level designs that create an unfair advantage to one team, which can be changed around.
this system's point is that each team has an even amount of everything. so everything implemented is fair, and the differences between good and bad guilds will be the skill of the players; which is awesome in my opinion.
here's a picture of the default map of the event - basic essentials:
so, the goal is to destroy the enemies target, which is a statue or symbol (guilds can choose) before their statue/symbol is destroyed. to get to the targets you have to break the gates - which can be repaired a set number of times by each team, and only the outer two gates can be repaired; it also takes some time to fix the gates.
in considering the amount of time the gates take to repaired, i thought it may be interesting to have the timer be shorter if more members of the guild repair the gate - or that it takes a certain combination of materials found outside of the event to repair the gate, though the maximum would still be in place.
players each have a set number of lives when the enter the arena at the start of each match. when a player dies, his body respawns in the waiting room. to get back into the match, you have to enter the warp points, which only show up every so often, so if you die at the right time, you can catch the warp point right as you respawn; or it goes away just as you respawn. once a player's lives have ran out, the player cannot reenter the arena.
i've also thought about adding in health potions that can restore half of your life, and it takes maybe 3-4 seconds to actually drink the potion. another thought is to let some other guild members into the arena after a previous member dies, creating a maximum number of players in limit.
NPCs will not be allowed in the guild wars, unless everyone in the guild has that NPC and has the same amount of usage of it - NPCs that cause a stun effect aren't recommended, as well as NPCs that take a lot of frames when used. having the event be just swords keeps it simple and even; for modern servers, you can just limit the types of weapons allowed into the arena, and give a certain amount of ammo to all guild members, which can reset once the event is finished, or they are finished.
obviously the levels for the event won't be as simple as the default map. it would be interesting if a bunch of different levels could be made that mirror the default map, yet expand or divert players through a system of tunnels and trails and obstacles, the only rule being that each side of the map has to mirror one another, to keep consistency (this is where the level design advantages can creep in). so, something like this wouldn't work:
but this would:
another map that i thought up was a monthly war map, where the winning guild defends a much bigger map, with two extra gates, against every single other guild that wants in. i think it would be exciting to beat 8 other guilds of 5 members each, and then defend it the next month.
other variables can also affect the game play. how many hit's it takes to destroy the target and the gates can make games longer, as can the number of lives players have, and if you allow health potions. repairing gates while being hit could also be an option, but i think that will make the games too long even if you don't have health potions or a lot of lives. the limit of the amount of guild members also can affect game play, and map size will also be affected. the right combination can lead to a fun event.
sound fun to anyone else? i like to call it guild wars because i hope it's a system can be used specifically for global guilds - you can just pick random teams and have it played out that way. i'm open to suggestions for improvement.