Guild Arena

Old Discussion topics

Worth it? Reread the rules, as they have been changed. Please recast your votes.

+1
4
25%
-1
9
56%
Should be improved or changed
3
19%
 
Total votes : 16

Guild Arena

Postby PFH » Tue May 23, 2017 1:53 pm

So all ye pirates, merchants, and nobles are well aware of guild wars, both now and in the past (or in the distant future! 0.0). I have a proposal for a new game mechanic. What if something called Guild Arena was a real thing? Here are what the rules would be (in my opinion):

This Guild Arena will be on a separate server and will take place as an event every 3 months.

These fights will have 4 players fighting against each other in a free-for-all set-up or in a team battle set up.

Each guild sends 1 or 2 players to fight the enemy guild's chosen player (s) [depending on the type of battle.]

These players fight over the course of a week (7 days)

Each of these players is given temporary voodoo cards. (each player gets 200 commons, 100 uncommons, 75 rares, and an admin-chosen experimental legendary voodoo card.) They may use their own voodoo if they have enough of the resources required.

The players choose which cards they get and how many. Max is 200 commons, 100 uncommons, and 75 rares.

These players are not able to be attacked or cast against by anyone except by the assigned enemy (that way, no random player booty master's the gold.)

Each player's turns are generated double the turns every 5 minutes instead of the normal rate and are given 200 turns at maximum limit.

No players can buy voodoo cards from the market or from the witch hut until the end of the duel.

Each duelist's trade routes are paused. They will activate at the end of the duel.

All contestants' fleets gain +1 danger every 1 hour until the duel ends.(debatable.)

Each player chooses up to 10 war fleets they own for the fight. If a player does not have enough war fleets, then they may select pre-made war fleets from the admin. (the pre-made fleets will be returned to the admin at the end of the duel.)

Each player is also given 1 fleet containing a MoW level 10 (player chooses the attributes. max of 47 attribute points[debatable]), 3 level 10 Sotls (player also chooses attributes with the same attribute limit as the MoW), and an LF level 10 (you know the attribute rule.)

Each pre-made fleet must have a different strategy type for how it plunders (example: Sotls in the front and cutter in back/LF, BoW, then Sotls.

Each player may not buy ships from the market until the end of the duel.

Players may not purchase more space to store turns until the end of the duel.

Each player is given 10k of each resource for building more ships (1k gold bars). These ships are also given to the admin at the end of the duel. The remaining resources are also given to the admin at the end of the duel.

Crew and guns stay with the ships. Buying crew does not affect the total amount of crew you may buy for a port while in the duel. Any crew and/or cannons bought for your own ships that you brought from your personal fleets are returned to the port at the end of the duel. (example: you bring a war fleet with no crew at all and you buy crew and cannons during the duel. At the end of the duel, those cannons and crew [that you bought during the duel] are returned to the port/sold at the port. You get no money from the cannons being sold at the end of the duel.)

Each player is sent across the map from each other (example: St Martins [1st player] and Akrotiri [2nd player.])

These voodoo cards cannot be resource, hiding, influence, or fame cards, such as Iron Golem, Antagonize, Pirate tales, Bribe, Time Spiral, Treasure Fleet, Mindbar, and Confuse, for example.

These voodoo cards must be cards that target fleets and/or ships or protects the caster from incoming voodoo, such as Commandeer, Fire ship, Mindbar, Countercurse, and Advanced Piracy for example.

Some [but not all] exceptions to the rules (voodoo card-wise) are Spy Network, Duplicate, Official List of Demands, Death Poker, Hideout, and Booty master.

The winner of this combat is given 10 million gold (debatable) and the players in the chosen contestant's guild each win 2 million gold. The winning player also receives the gold looted from other players.

The winner also wins 10 packs of voodoo cards from the witch hut. Players in the chosen contestant's guild each win 2 packs of voodoo cards from the witch hut.

As the last reward, the player then receives a legendary experimental voodoo card from the admin (admin's choice of the card.)

Players who join a guild during a guild duel do not receive the rewards from the winning contestant.

Players within the guilds may not attack or cast on each other, as this will result in the forfeit of the attacker's/caster's chosen contestant.

The player with the highest amount of gold taken from the enemy wins the game.

If a contestant loses all of their ships, he loses the game.

If a contestant loses all of their gold, he loses the game within 30 minutes if they cannot earn gold in that time.

What do you guys think about the idea? I changed a lot of the rules, so feel free to change your votes.
Last edited by PFH on Wed May 24, 2017 1:01 pm, edited 13 times in total.
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Re: Guild Arena

Postby DezNutz » Tue May 23, 2017 1:57 pm

What determines the winner?
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Re: Guild Arena

Postby PFH » Tue May 23, 2017 1:59 pm

Just added that. I got into the rules of the game and forgot about that :D
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Re: Guild Arena

Postby Charles Vane » Tue May 23, 2017 2:48 pm

Winner should be defined by the gold he takes not has left, this is an offensive bout not defensive correct? Ship value should count towards this sum and Booty Master should be added as it is an essential and efficient ship stealing card.

With a limit on the number of cards received from each category (with exception to your experimental legendary) players should get to choose their starting chest based on these numbers. This would allow experience and strategic skill to play more of a role.

My 2 cents.
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Re: Guild Arena

Postby PFH » Tue May 23, 2017 2:56 pm

This is all intended to be offensive although there are ways you can be defensive.

I agree with the starting chest choice. It gives each player a somewhat equal chance of winning and give experience, as you have said. I have changed it to that ruling.
I will also add the ship values as well when I figure up the value of each of the ships.
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Re: Guild Arena

Postby Shadowood » Tue May 23, 2017 3:07 pm

200 Turns max. I see why you made it 7 days. 200 turns won't get you very far in a fight...

Each side starts by casting Time Spiral on each other.... Fight is now over.
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Re: Guild Arena

Postby PFH » Tue May 23, 2017 3:12 pm

I just included that Time Spirals were not allowed. Thank you for that suggestion. Are there any other cards you guys do not want to be allowed in the fight? (Within good reason.)
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Re: Guild Arena

Postby sXs » Tue May 23, 2017 3:20 pm

I could see this as a fun side note, but again I think few would agree to these types of terms if a real guild war were to break out. Wars by definition are resource suckers, not a prize fight.

This defeats the purpose of a joining a guild, at least in some aspects.

Fun ..... Absolutely

Interesting ...... Yes

I could see this as an add-on feature.
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Re: Guild Arena

Postby Shadowood » Tue May 23, 2017 3:20 pm

No Mindbars, but confuse is allowed??

If you elect to fight, then you shouldn't hide from that fight. Just a thought
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Re: Guild Arena

Postby PFH » Tue May 23, 2017 3:24 pm

True point. I'll take mindbar and confuse out. If that is what you are going for.

I can see your point. This IS an arena, so I'll make it so you cannot hide easily.
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