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Old 21st April 2008, 17:47   #1 (permalink)
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Default Long-term Nation/Guild wars

Politics would be a pretty neat addition to the game, but I doubt many people would have the patience for that so I guess it's out of the question.


More likely, and more fun, would be some kind of war between nations, or perhaps guilds, for land and/or resources. Similar to how it was in Guild Wars: Factions, except when you gain land there are real consequences. Also, the whole thing about Alliance vs Horde (in WoW) is bullshit; there should be communication between all players, regardless of political orientation...
Anyway, are there any plans for something like this? If not, I think it would make a great addition to the PvP and the game in general.
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Old 21st April 2008, 18:35   #2 (permalink)
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An MMO with open PvP develops its own politics. Guilds will war other guilds and players will develope KOS lists. People like drama and will create there own if need be.

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Old 21st April 2008, 18:55   #3 (permalink)
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i agree with the one above me, but i think food-consumption is a must in order for territory to be significant: people fought over farming lands, not only specific resource mines or trade routes.
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Old 21st April 2008, 19:06   #4 (permalink)
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iVex is correct. Star Vault should not make two factions, and restrict you to choose either. EvE is a great example of how players lead by leaders form their own allies and enemies and conquer territory on their own terms.
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Old 21st April 2008, 20:49   #5 (permalink)
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I know that I would be interest in ingame politics, and would in most probability praticipate fiercly. I believe that the developers should add the tools to make this possible, leaving as much to the players to sort themselves out as possible, and leave GM intervention to exploiting, glitcing, actual gameplay breaking things.
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Old 21st April 2008, 21:08   #6 (permalink)
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There should be no faction based PvP. It should be all about your guild/clan. If your clan could raid someone else's city and steal their shit it would be awesome. That is what I hope MO is all about.
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Old 21st April 2008, 21:24   #7 (permalink)
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I can't tell exactly what the OP was getting at. As other have mentioned there will of course be guild politics, i.e. infighting, alliances, trade agreements, border disputes, etc. I would be interested in learning more about what options exactly are available for guild management both internally and externally. I assume there will be some options to establish and maintain guild hierarchy (a guild leader, an inner council, a general member level, perhaps more) and of course the option to declare war on another guild and swear fealty to / ally with another guild. But will there be some form of accounting to set a withholding on goods sold by vendors, or administer taxes on your own or other guilds' citizens. Will there be some sort of election interface? I'm sure people with more experience running guild will know of other options you would like to see, but again I am not entirely sure what should be handled by the game architecture and what can be decided outside of that.
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Old 21st April 2008, 23:33   #8 (permalink)
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Quote:
Originally Posted by Jusik View Post
There should be no faction based PvP. It should be all about your guild/clan. If your clan could raid someone else's city and steal their shit it would be awesome. That is what I hope MO is all about.
Or, better yet, if there was a "skill-capped" faction combat that people started out in to get their PvP feet wet, then as they became more skilled (lets say reached the level of actually choosing a class) and jaded towards the motives of their commanders, they deserted or were dismissed and could then join guilds/player towns that weren't restricted by race.

Just a crazy thought that hit me while I read your posts.
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Old 21st April 2008, 23:43   #9 (permalink)
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That seems like an idea that would take during the "Nub Island" type of thing...
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Old 21st April 2008, 23:47   #10 (permalink)
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Quote:
Originally Posted by Shinzon View Post
That seems like an idea that would take during the "Nub Island" type of thing...
I was just throwing out an idea that had just struck me, and I wanted to get any reactions. I can see the problems a "noob island" could have, hell, I've experienced many a "noob island" myself. Perhaps the system could instead be that if a certain race is at war with another, there there would be no negative repercussions within the NPC worlds for killing them, though within your guild there may be extreme problems if you ganked your half-orc guild leader just because you were human and your nation was at war with his.
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Quote:
Originally Posted by Traceur View Post
you know, we need a good story tool...

So I'm offering myself:
hate my guts? I'm your villain
fought along side? I'm on your team
traded with you? I'm the shady character in your plot line
taught you all you had to know? I'm your guide

to anyone who's game time & place will cross with mine
just like you all offer yourself as players, if you like it or not....
we will all be each other's characters, each in our own story,
and part of the overarching plot line which we'll create

Last edited by F0rd : 21st April 2008 at 23:53.
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Old 22nd April 2008, 00:08   #11 (permalink)
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I think it would be a good idea in that case to look at how EVE handles this. You starting Corporation was an "Academy" of sorts, but you could still gain the favor of other races...

Probably have each charachter start out nutral; then give them a tutorial bashing of eachother; then let them run free...
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Old 22nd April 2008, 00:41   #12 (permalink)
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Quote:
Originally Posted by Tradgedy12 View Post
Politics would be a pretty neat addition to the game, but I doubt many people would have the patience for that so I guess it's out of the question.


More likely, and more fun, would be some kind of war between nations, or perhaps guilds, for land and/or resources. Similar to how it was in Guild Wars: Factions, except when you gain land there are real consequences. Also, the whole thing about Alliance vs Horde (in WoW) is bullshit; there should be communication between all players, regardless of political orientation...
Anyway, are there any plans for something like this? If not, I think it would make a great addition to the PvP and the game in general.
There are two kinds of drama.

Drama in a PVE consists of people leaving guilds to join other guilds, or creating their own guild and try to steal the members of the previous guild.. and posting nasty posts about one another on a forum. This is the bad version of drama.

Good Drama in a PVP game can consist of actions that surround...

Conspiracy
Backstabbing
Secret Alliances
Wars
Subjugating
Stealing
.. and so on.

The differences of the two, is one is backed solely by out-of-game emotions, the other is out-of-game, maybe, but can be reacted through inside the game. The intrigue that will be created by players, all fighting for personal or organizational greed for fame, justice, love, hatred, and so on... this will be the end game content - the drive for you to log on every day. One day you might be defending your vast empire's land against an evil nation, to find out the following week you are conquered and now fighting back in small resistance forces to take back what you feel is rightfully yours. This is just a small example of what an open PVP sandbox MMO is all about.
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Old 22nd April 2008, 02:49   #13 (permalink)
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Interesting...
Here's a synopsis of the OP: are there any plans in place for long-term wars between nations and/or guilds, if so to what extent, and are resources a factor? If not, I think this would be a great addition to the game.


Sounds like there are already some ideas about wars, which is awesome; however, it also sounds like resources won't be a factor, and I think that would be really awesome.
It would add another dimension to the wars, if some land was more valuable than other land... perhaps villages of NPCs inside nations have a certain food consumption, so a guild/nation has to regulate the areas it conquers... for example, a nation with a lot of villages but very few food-producing areas would start starving villagers, which could eventually lead to the loss of villages. Villagers could be useful because they pay taxes.
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Old 22nd April 2008, 03:49   #14 (permalink)
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Tradgedy12 -- <insert name here>, you must be the pride of <insert hometown here>.

that's all I really have to say, other than the developers would have to be very careful about implementation of such a system, especially if crops were burnable. I could see a nation starving out very quickly.
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Quote:
Originally Posted by Traceur View Post
you know, we need a good story tool...

So I'm offering myself:
hate my guts? I'm your villain
fought along side? I'm on your team
traded with you? I'm the shady character in your plot line
taught you all you had to know? I'm your guide

to anyone who's game time & place will cross with mine
just like you all offer yourself as players, if you like it or not....
we will all be each other's characters, each in our own story,
and part of the overarching plot line which we'll create
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Old 22nd April 2008, 04:35   #15 (permalink)
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In someone's misery, there is profit to be made...
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