Sir Gnome -> RE: Univision: The Paxia Project (Still working on the name) Clan Vs. Clan (10/22/2007 14:49:59)
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Here is my proposal, set out like Pie's. If anyone wants any part of it clarifying, feel free to ask a) The Overview This model is designed so that clans can form alliances, declare wars, and so forth. This would mean that players could influence their clan directly, by either Aiding or Attacking another clan, and so changing the relationship between the two. Under this system, smaller clans could band together to defeat the bigger ones, and forum alliances would become meaningful. b) Setup Very simple. All clans are set to be ‘Neutral’ with every other clan, and clan health is set to an appropriate number. An alternative here is that all clans’ healths are set to the same, and there’s a week of non-conflict, where all the clans build up their health. The repair mini-game could give boosted rewards in this time. c) The Options At (very nearly) any point, you can either ‘Attack’ or ‘Aid’ another clan. Attacking a clan will lower the Relation between the clans, and Aiding a clan will raise the Relation. A more detailed explanation can be found below. You can always Aid any (non-‘defeated’) clan, but if you are ‘At War!’ with two or more clans, then you cannot Attack any different ones. At the point at which a clan is defeated (lowered to a predetermined clan health, or Surrendering) then three quarters of the clans Z-Tokens are distributed among all the clans that the defeated clan was ‘At War!’ with. The defeated clan will then be classed as ‘Defeated’ for either a set time, or until they repair back to a certain health. When a clan’s health is low, then a ‘Surrender’ button will become available to all clan members at the clan base. 80% of the members of the clan who had been active since the clan became ‘At War!’ must click this button before the clan Surrenders (and is classed ‘Defeated’). The purpose of surrendering is to avoid losing as much Base Health as would be lost if the War was carried on to its end. Of course, War can also be ended by the Relation being raised above 200,000. d) The Rewards 1) A clan who defeats another clan wins access to an item, either through their clan shop, for a permenant one, or through a temporary item chest that would appear in the clan's headquarters. While these rewards were available, Negatus would not be (Thanks CR, Ephermerality) 2) The clan equipment is boosted, either on a long/short term. Defeated clans could also find their equipment nerfed (though not surrendering ones) 3)The main reward is that when a clan is ‘Defeated’, all the clans that were ‘At War!’ with it receive an equal portion of three quarters of the defeated clan’s Z-Tokens. As for player rewards, perhaps when a clan reaches a set number of Z-Tokens, the clan could trade them in for the right to sell a new powerful item in their Clan shop. The specifics of these rewards can be discussed later (my idea, very controvertial though) e) Time Table This event would be permenantly running in Paxia, unless a) A main storyline had to take over there b) The Wars become overly repetitive/one sided, and things need resetting f) Main Information All clans start 'Neutral' with all other clans. At this point, you can do two things to either clan - Attack, or Aid. Attack means you fight two enemies from the other Clan, and this drops your 'relation' by 5. Aid means you fight two monsters from your RA list (that aren't of the other clan's element) outside the other clan's base (supposedly defending their base). This raises the 'relation' by 5. When the 'relation' becomes high, the clans become 'peaceful'. The effects of this are: 1) The 'Attack' option, when successful, reduces relations by 10, rather than by 5 (so that if clans want to be allied, they really need to work at it). 2) The 'Aid' option now means you play the base-repair mini-game, using the other clan's tokens to repair their base. This improves 'relation' by 5. When the 'relation' becomes very high, the clans become 'allied'. This means that: 1) The 'Attack' option now only reduces relation by 3 - it’s difficult to become allied, but once there, it’s easy to keep. 2) The 'Aid' option now has two sub-options. The first is 'repair', and is the same as the 'Aid' when at peace. The other option is 'Mercenary' (best name I could come up with), where you fight at random any of the clans which the allied clan is at war with. The exception to this is that if they are at war with a different clan allied to yours, you will not be able to attack them. If allied clan is not at war with any other, then only 'repair' option is available. When the 'relation' becomes low, the clans become 'uneasy'. The only effect this has is that the effect of 'Aid' now increases relation by 10. 'Attack' is the same as if the clan's were 'neutral' to each other (so that getting into a full-blown war is difficult). When the 'relation' becomes very low, the clans become 'At War!'. This means: 1) When attacking the enemy clan, you do damage to their base health, as well as further reducing the 'relation' between you by 5. 2) The 'Aid' option now means you attack members of your own clan, as you defend the 'enemy' clan against people from your own clan who are attacking it. This improves relation by 3. 3) When a clan's health is reduced to a certain number (yet to be fixed), half of its Z-tokens are shared out between all the clans that it is 'At War' with, and the losing clan then becomes 'Neutral' with every clan, and cannot participate further in the event until its base health has been restored to a certain level. This means that it cannot 'Attack' or 'Aid' any other clan, nor can it be attacked nor aided. Relation Scale: 0-200,000 = At War! 200,000 - 400,000 = Uneasy 400,000 - 600,000 = Neutral 600,000 - 800,000 = Peace 800,000 - 1,000,000 = Allied All clans start at 500,000 relation points with every other clan.
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