DeletedUser96867
Just fix the problems we've been telling you about for the last 13 months, which is most of the things listed in starzan's post #91
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Hey Guys,
I see a couple of scorching ideas in the Ideas section relating to GvG which are obviously very popular (and I will forward what I can shortly). I'm just looking for a bit more feedback from you also, hopefully in a short and sweet format that's easy to use
So could I ask you please to list your top three changes which you would like to see made to GvG. If there is already an Idea posted for the change, please link it if you can. So for eg:
1) I'd like to implement this idea
2) I'd like a Guild Unit pool
3) I'd like to pay in turnips not goods
But preferably without the turnips. As always, please keep on topic :cool:
Cheers
probably because some of us Mods not only have an opinion but are also Guild Founders and we are as entitled to voice an opinion as anyone else who has done so.
Whatever your opinion is on whether or not there should be both + votes and - votes keep in mind the primary objective of this topic. Correct me if I am wrong Star, but I see the format as we are limited to 3 ideas each, and each of these ideas are things we'd like to see changed with GvG...which has nothing to do with voting against ideas people have suggested.
And Starzaan dear, you have indeed left out some ideas from your list, including:
~ Falcon93's ideas for GvG were mentioned by more than one of us - ddevil even provided a link.
~ Something like a Guild City, entailing something more interesting than the monotony of fighting over hexes.
To clarify, this thread is aimed at getting some clear and concise feedback on GvG as it is at present. With that in mind I asked people to nominate their top three issues which they feel need attention; if reading through you spot other ideas which maybe you didn't think of but feel you'd like to support you're welcome to post accordingly, or if there is a popular idea that you think is particularly bad, feel free to say so. Its not intended to be a +1 or -1 to every idea however; the list is just as a quick means of reference, as this post is becoming quite long and perhaps difficult for everyone to read through.
Great ideas so far, keep them coming, and yes feel free to vote for other suggestions if you like them. Below I have a quick count of all ideas which have 2 or more supporters so far - I have left a couple out such as changing the GvG rights system and changes to logs, as these have already been put forward. If I've left anything out feel free to PM me.
Proposal Support Unattached unit filter 15 A cap on siege costs 13 Improved siege notification 12 Restore siege unit cost 11 Minimum no of guild members for GvG participation 10 Automatically reopen sector options after battle 10 Fixed siege costs 8 Minimum time after guild creation before it can participate in GvG 6 Guild Unit Pool 6 GvG mode – ability to deactivate GvG (also disabling any guild bonuses) 6 Implement minimum siege cost 4 Make all sectors LZ 4 Minimum time after joining a guild before a player can participate in GvG 4 Reset maps 4 Improve final battle of a siege 3 Time delay after deleting siege before sieging again 3 Bronze Age map 3 Limit the ages advanced players can participate in 3 Expand HQ with greater guild options 3 More LZs 2 Guild treasury trading 2 Develop aggressive NPCs 2 Separate GvG points from PvP 2
I did indeed leave out the Falcon93's thread suggestions, as reading that thread it was unclear precisely which was being referred to; the thread is long and the ideas in it were changed and modified as it went along. I'd rather ideas put forward here were a bit more clear and concise.
Regarding the Guild City, that was the 'Expanded HQ' suggestion
We're all excited to know how guild wars will work, therefore I though that we could share our theories and thoughts with each other, and maybe come up with something. I know that the team isn't allowed to tell us anything about this yet, but if that changes, small hints are very welcome in this thread so we can make adjustments to our theories
I'll start of with my own theory below. Feel free to discuss it and/or post you own theories and discuss them aswell. Please try to base your theories from hints that you've heard
The only hint that I've heard so far is "think Risk". Therefore, my theory is:
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Basics
Guilds will fight against each other for dominance on a very large map. This fight will go on forever and never end. The large map consits of multiple continents that represents the continents in the real world, for instance, Europe, North America, South America, Australia, Africa, Asia etc. All continents consists of a larger amount of provinces, and of course; the larger continent, the more provinces. Each province consists of 6 sectors. Each sector can be defended by a maximum of 8 units.
No Military Boosts
The military great buildings will not affect any units in the guild wars, this means that all fights will be done without any boosts at all. This will base the fight purely to player skill, unit choice and terrain.
Real PvP
Guilds can initiate one or multiple attacks against another guilds sectors if the attacking guild controls atleast 1 adjacent province to the target. When the attack has been initiated, the battle will take place 24 hour later. During the battle, 1 player from each guild wil be chosen to lead the battle. The battle will be true PvP, so those 2 players will fight against each other (for the guild). Units that are killed in the battle will be lost, regardles if attacker or defender lost it. This means that the defender will also lose units, and the attacker aswell.
Guilds Unit Pool
All guilds will have a special unit pool. Guild members may "donate" units to their guilds unit pool. When they donate a unit, the unit will be "moved" from their unit pool to the guilds unit pool. The player loses the unit, the same as would have happend if their unit got killed or if they removed it. This means that all guild memers will be able to donate units to the guild, and this will be one of the major cooperative aspects. If a guild runs out of units, they will have no chance to defend their sectors.
Sectors
A guild must protect their sectors against other guilds that wish to conquer them. This is done by placing units from the guild unit pool in each sector they control. There will be no "global" defending army, instead each sector will have it's own units. This is why unit donations are so important. The attacker will not be able to see the defenders units, however, the terrain will not be random but set permanently for each indivual sector.
Provinces
A province can have 2 states, either occupied or neutral. To occupy a province, the guild must control all 6 of the provinces sectors. If not all sectors are controlled by the same guild, the province will be neutral. Each occupied provice gives a smaller bonus to all guild members than can be stacked. So if a guild holds 2 provinces that provides the same bonus, the bonus will be combined.
Continents
A continent can also have 2 states, either occupied or neutral. To occupy a continent, the guild must control all provinces in that continent. If not all provinces are controlled by the same guild, the continent will be neutral. Each occupied continent gives a reward for the guild. More about this a bit further down.
Conquering
To conquer a sector, the attacking guild must successfully win the battle. When they win, that sector becomes controlled by that guild. However, to occupy a province, the attacking guild must successfully attack and conquer all 6 sectors. The same applies to continents, if a guild want to occupy a whole continent, they must fist occupy all provinces in that continent.
Bonuses in Provinces
Each occupied province gives all guild members a smaller stackable bonus. Examples of these bonuses are:
+% to coin collections.
+% to resource collection.
+% to medal rewards.
-% to unit training times.
-% to units healing times.
-% to units training costs.
-% to scoutning costs.
-% to scoutning times.
+% to happiness in each building.
+% to offesive bonus.
+% to defensive bonus.
-% to construction costs.
-% to construction times.
-% to FP production time.
Bonuses in Continents
Each occupied continent provides the guild with a certain amount of units to the guilds unit pool ever 24 hours. The reward itself is called "Reinforcements" and 1 Reinforcement can be exchanged into any unit of the guilds choice from the latest era. The amount of Reinforcements that a continent provides each 24 hour depends on how many provinces that continent holds. So a larger continent provides more Reinforcements than a smaller continent.
Spawn Zones
This global war between guilds will never end, and after some time, some guilds may get wiped off from the whole map. Therefore, there's 2-3 special "entrences" to each continent, we could comepare these to the "entrances" that we currently have on the campaign map when we arrive to a new continent. A guild that has been wiped off from the whole map can be placed into a queue. When they become #1 in that queue, they will get access to an "entrance" for 3 days, and this is their oppertunity to attack and hopefully manage to conquer an adjacent province. If they manage to do that, they will leave the Spawn Zone and the next guild in the queue will gain access to it. If the attacker doesn't manage to conquer a province during the 3 days, the next guild in the queue will gain access.
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This is my theory about guild wars. Feel free to discuss it or please share your theory, which we can discuss aswell. Just be open and tell us what you think, but please base your theory from small hints that you've heard (so no wild guesses), and please write what hints you have heard
Please discuss and share your theories!
1] Hire falcon93 to be a consultant when the staff discusses improving GvG.
Since GVG started I have felt higher players (I am Post modern so I am counting myself) should be limited to fighting in their era, and an era (maybe two) below. It is crazy when you see contemporary era players with 20 archers barracks and an Alcatraz, and it means smaller/younger guilds can't get a look in in GVG, its just the same few big Guilds. It will mean lower age and up and coming players will be able to participate more in GVG, making it more interesting for all, rather than it being dominated by the biggest players with the biggest bonuses. Lets level the playing field a bit (now waits for the howls of outrage!)