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Thread: PVP, Guild vs Guild

  1. #1
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    PVP, Guild vs Guild

    After spending a few months of building up my Island to the point of a balanced economy and growth I really don’t want to see some other person come on my Island and destroy it. So what is BB/UBI suppose to do to keep people entertained, especially after level 50.

    Here is my suggestion: Instead of having PVP like Travian, Evony, Ikariam, were the people who play less then others end up being farmed. Create an Island for PVP battle to happen, more so guilds fighting guilds. Take an island like horseback adventure, have one team land on either side of the island with a few bases in their own areas, then there is a middle, or three sectors separating the two teams. These middle sectors will have forts as well that have bandits in them. The teams have to control all the forts on the Island for x time to win, or build a wonder in the middle fort well controlling it (harder to do this one because then you need to start shipping resources so we would need boats).

    Getting the right to attack: Give out guild points for doing the daily guild quests. Once a guild has enough points they can buy the adventure and invite a rival guild to fight them.

    The Prize: Besides Pride, maybe give out points for winning the adventures that starts giving guilds ranking, instead of ranking based on number of members. Also give out the regular 6 slots of resources, depended on the size of map and amount of towers. Slot 6 will be a resource as well, XP does not really need to be a reward. All members of the guild should get the prize not just the ones that fight because other guild members may have help to get adventure points or help those fighting with trading.

    The forts: instead of the bandit camps that we are use to fighting right now these forts have gates and towers. The towers give archers first strike, the gate have x hit points that needs to be destroyed before you can start wounding and killing other units. The forts will be of different sizes and will hold different amount of troops, but should be at least 2 generals for smaller forts and maybe 10 for the middle fort. Once a fort is captured and garrison that is attacking the fort now settles in the fort when they arrive even if they were sent to attack it.

    Battering Ram: Create a new unit, the battering ram, made from exotic wood, titanium for the ram head, 6 wheels, 2 charts, and 10 (Yes 10) settlers to operate it. The battering ram has great advantages towards the gate, but once the gate is gone or the battering ram is sitting in a base it no longer attacks.

    PVP: This model could also be used for PVP for people wanting to settle who is a better play. Instead of an individual player needing points to do the adventure they can just challenge some one to a match, but the prize is put up by the two players (gamble if you will) and the winner takes the loot.

  2. #2
    Veteran General Jethro702's Avatar
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    Great suggestion here. I really like it, though I feel XP should still be a reward for fighting in PVP. Why is it you dont think XP should be rewarded (just curious)?
    Creator of the Old TSO Guide List, which is now in xMISTY's control..
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    My main intention for the guild vs guild would be that the guilds would be fighting for ranking positions and bragging rights instead of looking for another way to level up. The PVP part could still hand out XP based on units killed

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    Recruit Fianait's Avatar
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    Quote Originally Posted by Grand_Master View Post
    ....Getting the right to attack: Give out guild points for doing the daily guild quests. Once a guild has enough points they can buy the adventure and invite a rival guild to fight them. ....
    Love your idea. Was thinking though instead of inviting a rival guild, that who you fight against would be random. Sort of like a que type idea. To make it even/fair there would be a maximum number of generals allowed for each side.

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    The random part would be hard because it may select a guild that is not ready to fight, unless it invites the guild and they have a day or two to prepare them selves. Also if they started ranking the guilds there would have to be a parameter that only picks a guild who has a ranking of the same level give or take a few points. I think if guilds could pick who they fight it would give a strong rival to guilds and more bragging rights. Support the fact that some guilds are better than others

  6. #6
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    They've already said that PvP will be consensual, not forced, so your island is safe. =p

  7. #7
    Veteran General Jethro702's Avatar
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    Quote Originally Posted by Fianait View Post
    Love your idea. Was thinking though instead of inviting a rival guild, that who you fight against would be random. Sort of like a que type idea. To make it even/fair there would be a maximum number of generals allowed for each side.
    If it would be like that I dont think it could be totally random, you could have a guild like, lets say [SAGE], full of high lvls fighting a low level guild with only a few members. It could be like if it matched guilds based on player lvls maybe and overall number of people in the guild
    Creator of the Old TSO Guide List, which is now in xMISTY's control..
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  8. #8
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    Yea, BB/UBI would have to work out some system for matching up guilds

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    Recruit Haak's Avatar
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    Quote Originally Posted by Jethro702 View Post
    Why is it you dont think XP should be rewarded (just curious)?
    I know from my experience in Evony, XP would quickly be inflated with 'fake' fights

  10. #10
    Veteran General Jethro702's Avatar
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    Quote Originally Posted by Haak View Post
    I know from my experience in Evony, XP would quickly be inflated with 'fake' fights
    Hmm good point.... maybe they just lower the XP value in PvP... not saying a big drop in XP but enough that it would seem to people that the fake fighting woulnt be worth it? Make adventure xp just a tad higher to might help.
    Creator of the Old TSO Guide List, which is now in xMISTY's control..
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