Quote:
Originally Posted by Rufus
Have you decided how your war system going to work yet?
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i'm going to go more in-depth about the systems for everyone: we have four systems for guild wars that we have designed and will attempt to implement onto the server. we have gates, guild war gmap, abyss war, and the regular war (we actually need a better name for this system)
a quick summary of each type of system:
gates- if you've seen my guild wars thread (
http://forums.graal2001.com/forums/s...ad.php?t=86395) you'll be familiar with this system. we've worked the gates out to be unrepairable, and we will try to have multiple maps for this event
abyss war- a separate gmap from the main islands of the server will contain a 24/7 PKing zone for global guilds to participate in. it counts the number of kills a guild has and shows the top 5. daily, rewards for being number one at certain times will yield guild prizes
regular war- guilds get locked into a room where they battle it out in an attempt to reach a certain amount of kills before the other guild does. guilds can agree beforehand as to how many kills they will try to attain
guild war gmap- this is a larger project that we may not be able to create in time. however, it is an interesting idea and we still wish to make it in time. a separate gmap, it will contain the global guild houses on the server, and allow guilds to battle it out try to capture (and possibly destroy) each others guild houses. we don't know how we will go about really implementing this into the server yet, so it is an open concept
overall in all the systems, each will be able to be accessed at any time as long as at least three players from the respective guild is online, and a guild leader or player with permission from the leader to start wars from each guild is present. guilds will register into the server's database themselves before warring, and we want them rank guild members accurately, and according to the global guild registry on the graal online website (at least somewhat accordingly). we don't want new recruits starting wars that leaders don't wish to fight
if players log off or disconnect in the middle of wars (since having a certain number of people online is important) we have thought of two ways to deal with it justly: 1) have the side with not enough players forfeit adding to a separate number in the profile to show for it, or 2) have the game pause allowing the guild with insufficient members to either log back on or get someone else into play before a certain amount of time runs out, which will result in a loss
in the database guilds register in, players will be able to check statistics of guilds in each event. our goal is to give guilds a very important role in having fun on the server - we don't want to push very elitist ideals onto guilds, but we do want them to matter. if you join a guild that disallows any other guild tags, and then that guild losses 20 matches in a row, if people quit because of it then that guild is finished, and it will show
we also want to make the systems fun - we are trying to have a good amount of variety of styles while still offering that core concept of PKing or taking over. we also wanted to keep them simple, both on a creation basis and in a implementation basis - it should be easy to get into