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Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 6:46 am
by Shadowood
Guild Wars

Much like the Port Blockade suggestion, there will be Phases to battle:
Start up
Defense Setup
Attack
Finalize

In my idea, each guild will have a territory with a stronghold they are protecting. Each territory will have 8 Zones as to which will need to be defended. Here is a crude graphic as to my thought.

Image


Start up
- Guilds can send a formal invite to war. Once accepted there is a 24 hour initialize period
- During this period players may select what ships and how many they will add to the war
- Once a ship/fleet is added it will be untouchable in regular play. Safe from voodoo
- This is an important phase for player to bring their big guns out of Marina to play with

Setup Defense:
- 24 Hour Set up Period
- Each Zone needs to be filled with a minimum 5 Fleets / max 15 Fleets.
- Each Defending Fleet needs to be full with 5 Ships.
- 1 Player can fill max of 3 Fleets per zone if needed.
- Once a Fleet has been placed on Defense, IT MAY NOT BE USED ON OFFENSE.
- The other guild will not be able to see your defensive set up until the Attack Phase.

Attack Phase:
- 24 Hours Long
- Once you use a ship/fleet you may not use it again even if you won the battle
- If you lose a battle the defending persons ship(s) will be damaged, he may not repair. But his fleet remains until defeated. (exactly like nation missions when trying to beat the NPC Henry Morgan)
- Attackers may use any combo of numbers of ships, but again, once you use it you may not use it again.

Finalize Phase:
- Once battle is over there will be a 24 hour cool down period. During this time, player can elect to put their prize ships back in their hideouts.
- Points are tallied
- Prizes are awarded at the end of this phase

Game Play and Point Structure:

Zones:
- At start of Attack Phase, player will be able to view all fleets in the defensive positions in Zone 1 & 2. You will see Fleet Make up, Whos fleet it is and an "Attack" button next to them. Much like how a Plunder Screen looks today.
- Once you defeat a zone it will unlock the Touching Zones behind it. So if you beat Zone 2, you will be able to see and attack fleets in Zone 4 & 5
- If you unlock zone 4 you will be able to see the whole back row. Zone 4 will be a strategic zone because of this fact
- You don't have to beat all zones to win. But extra points will be awarded if you "Sweep" them all

Points:
- 5 Points are awarded to an attacker who defeats a fleet in Zone 1 & 2
- 10 Points are awarded to an attacker who defeats a fleet in Zone 3, 4 or 5
- 20 Points are awarded to an attacker who defeats a fleet in Zone 6, 7 or 8
- 10 Points are awarded to ANY Defensive win in any zone to the Defending Player
- 50 Points are awarded to All Players who helped reach the "Stronghold" (the stonghold is reached once zone 6, 7 or 8 falls)
- 100 Bonus Points are awarded to a guild who "Sweeps" all Zones.

Points will be tracked individually to see who in your guild is the best of the best.
Points will be TOTALED for both Guilds. The Guild with the most points wins.
I would say it is possible to win even is you don't reach the Stronghold, but unlikely

Awards:
- I suggest that each guild put in a something. $25 - 100 million gold coin. To the victor goes the spoils. (this is where a guild bank would come in handle as well)
- Badges to the Winning Team
- Badge to the Top Point Earner on Winning Team
- Winning Guild to recieve FROM GAME ?? $50,000,000 to be deposited in guild bank. Guilds can decide how to divide up. (open for suggestion from CJ and players here
- Top 3 point earners from both guilds get voodoo packs.
---- 1st Place (3) packs
---- 2nd Place (2) packs
---- 3rd Place (1) pack
----- These prizes will encourage participation

Strategy:
This is the best part. There are multiple ways to play this. This will be difficult due to two fact. Once you place a fleet on Defense you Cannot use it on offense. This forces you to decide what to place and where. Second, on Offense you may only use a ship/fleet one time. So if the Defender has 5 Frigates in Zone 1 and you know your 1 MoW can take them all out.. You don't know what the Defenders have on the Back Row (6, 7 and 8) that is defending their Stronghold. You may need that MoW to take them down.

Oh and NO VOODOO is allowed in this feature. Straight up Ship vs Ship, Guild vs Guild, Strategy vs Strategy...

I see this as a way to gain more Guild participation.
I see this as way to put more fleets out on the water and give incentive to.
I see this as a fun safe way to play with your ships that are parked in your Marinas that you never touch, but look at and dream about using

I would love your feedback as always. I hope you guys like this.

Image

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 6:47 am
by Shadowood
Reserved

Objectives:
Guild Involvement/Teamwork
Bigger ships sailing
Increased Number of total Fleets sailing
Strategy
Ships Specialization/Bonuses
Rewards System based on Damage/involvement/victories
Player retention through a new fun feature
Etc...

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 6:47 am
by Shadowood
Reserved

As stated above. No voodoo is allowed, but TECHs will still affect your ships if you have them researched.

My hope is we get some Ship Specialization upgrades soon. This will help in the Strategy of this feature as well.

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 9:27 am
by Grimrock Litless
Maybe write the idea down on notepad or paper? Because that's what I would do.
And not tell everyone that a new game feature is coming? That's just you seeking attention.

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 10:10 am
by PhoenixKnight
I guesss it is more acceptable this way. I am still not interested in wars. Would rather avoid it if possible

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 1:13 pm
by William one eye
How about this,

To declare war,

Would need a active guild vote system. Guild leader chooses vote percentage (maybe with some predetermined choices) required to commit to war.
Members then can vote yes or no.

Should require members commit reasources to be used in war before war can be initiated.

Game specified value of war class ships, per number of guild members. The ships can be submitted be 1 player or up to all members of the guild, but total require is based upon number of guild members. Once commited ships cannont be removed from fleet, only sunk or captured, until the war has ended.

Once at war, the game monitors,
Battles and voodoo casting, keeping track
On each sides useage and finacial gains or losses, for all actions between the two guilds.
These values could be posted in a records page that
Can be viewed by all.

If war is declared upon your guild.
You can vote to surrender, you can vote to
Negotiate, or you can vote to go to war.

A vote for surrender will initiate a list of terms to choose from selected by the declaring guild. They can be rejected and alt terms returned. There should be a limited number of time terms can be dicussed before agreed upon. If terms are not accpted war is default.
A surrender is posted in global events, and newspaper if active.

Terms could include casting or battle restritions for x number of days, ship surrender or finacial compensation.
Terms are voted on by guild members.


Negotiate - both side agree to discuss terms for peace instead of war. Similar to surrender, however it announces a mutual agreement to end the war in global events and news.

Surrender or negotiate can be initiated at any time after a war has been declared.


Outside parties.

If you hire independant, or find friends, willing to help your cause. They can choose to become allied with your guild openly. This means anthing they steal or cast from the opposing guild will be recorded and credited to your guild. However so will there losses.

Any claimed bounties placed by a guild or alliance against a guild or alliance will be included in the final vote
Reguardless of who claims the bounty.

Edit, because of Harons comment, adding
Open war, as a possible response to a war declaration.
In addition to war, surrender, negotiate, open war could be a response.

This means your guild is willing to war, but wants to war the current way. If accpeted by the declaring party, the war declaration ends and both sides proceed with no guild war game functions involved. Suggest an agreement by both sides could come with the ability to restrict formal war declarations each other for a set time period, or a range of durations to choose from.


Your guild could also always initiate an informal war as we currently do, however the party you are declaring on could declare formal war back at you.

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 1:16 pm
by Haron
Is there really a need for such formalities, Will? In my opinion, this is easily handled manually.

And even with such rules, what would prevent anyone from starting a "guild war" the way they are started today?

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 1:21 pm
by William one eye
Haron wrote:Is there really a need for such formalities, Will? In my opinion, this is easily handled manually.

And even with such rules, what would prevent anyone from starting a "guild war" the way they are started today?



Guilds could still war the current way, if neither party commited to a formal war.

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 1:22 pm
by Grimrock Litless
Just follow how nation war is and we are home free.

Re: Guild Wars! - New Game Feature

PostPosted: Fri Dec 01, 2017 1:24 pm
by Banger
I look forward to seeing this idea. It would be nice to see a legitimate naval guild war. Everyone just turtling up, selling fleets and chucking voodoo at each other is boring and lame.