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 Post subject: Silkroad War System
PostPosted: Mon Sep 25, 2006 9:54 am 
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Before i played iSRO i used to play MOH:AA, an online FPS.
One of the major aspects of the game was wars between clans and the rivality to become the strongest clan in the Country / Europe / World.

Most of this wars were administered through clanbase. Almost all clans were registered there (clanname, leaders, members, etc...)
There was an overview list of all registered clans and their current standing in the ranking.
All Clans started with 1000points, with wining they gained more points, by losing they lost points.
(depending on the ranking of the opposite clan more points could be gained or lost)
Only members officially listed on the site could participate in a war.

Declare war
War was declared to another clan through the site, the clanleader or War Arranger of the clan war was declared to recieved an email on this.
In that email were several stats (war rules) on the war:
When it was to take place, how many players, the maps to be played on, the amount of rounds, etc.
(For SRO this could be Time and Duration, gold and GP's involved)
The clan that was declared war to had 3 options:
Cancel the war
Accept the war with the current stats
Accept the war but propose other stats (different date/hour)

When all was agreed the war was listed in the upcomming wars list

Win/Lose
After the war one of the clans gave in the result, the other clan needed to confirm the result before it was calculated in the ranking.
The clan could also disagree on certain grounds (no folowing the war rules for example, not listed clan members did kills: prove by SS) and the outcome of that argument was decided by clanbase's admins (win/lose).
Beside that clans could give eachother stars on fair play, fun,... etc.

The nice thing about it was the fact that everyone could see how there ranking was an could war against clans arround there level / strongness.
Also there was the prestige of becomming nr 1 :) by an 'official' ranking

Now for SRO some things would need to change:
* There has to be a system so char level of guild members are taken into account
* The declaration of war in SRO itself can be executed right before the sheduled war starts
* ...

Now since the current war system in SRO is not that good (in my opinion) because you cannot always know how strong the opposite force, nor is there any scheduling possible, i think this could greatly attribute to the fun online and the rivality between guilds and have descent wars with guilds on the same level as yours'

I'm willing to create and host a system like this but i need to know if there is some support of the SRO community.
I'm not gonna spend time in something no-one uses...

So feel free to comment, support, disaggree :)


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 Post subject:
PostPosted: Mon Sep 25, 2006 10:06 am 
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I don't think that will get much support (allthough it's nice you're showing interest). Even with the system you suggest, high level players/guilds will be at the top spot (which is completely normal imo).

In fps games you also never completely know the level of your opponent (ranking doesn't say everything).

On a side note, I also used to play mohaa. What was your name/clan in mohaa?

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 Post subject:
PostPosted: Mon Sep 25, 2006 10:20 am 
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i have no problem that high level guilds are nr 1.
the thing more is like: when a level 3 guild wants to war... who can they war against without picking a guild full of level 70's
It's more about an opportunity or a dbase where you can see what guilds are in your area and you can have a descent, fun and thrilling war against...

MOH:AA clan was / is (_F0N_)
Nick was (_F0N_)Pout
Clanleader was (_F0N_)Dr_Bockwurst
other members where Underlord, SlimeyRace, Firmin Boxeur, Greec, Magicstick, Hatebreed, Schizo and much more :)
MOH:AA was asome


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 Post subject:
PostPosted: Mon Sep 25, 2006 10:27 am 
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The big problem will, how are you going to check which level the guild's members are? (since there's no real way to see this ingame)

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 Post subject:
PostPosted: Mon Sep 25, 2006 10:51 am 
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well not... that part is still like 'trust' eachother
you can compare it with the wallhacks in MOH:AA, you can use it, but when someone ask a SS they need to give it to you instantly...

Personally i think the problem is more like this:
guild with 1 level 70 rest level 35 ==> average guild
But another average guild can only all have level 34's ==> major ownage

So there must be some kinda system to take care of this...


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 Post subject:
PostPosted: Mon Sep 25, 2006 2:27 pm 
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achmalach wrote:
well not... that part is still like 'trust' eachother
you can compare it with the wallhacks in MOH:AA, you can use it, but when someone ask a SS they need to give it to you instantly...

Personally i think the problem is more like this:
guild with 1 level 70 rest level 35 ==> average guild
But another average guild can only all have level 34's ==> major ownage

So there must be some kinda system to take care of this...


the one with lvl 70 = ownage. bunch of 34s no matter how u see it, cant compare to 1 lvl 70


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 Post subject:
PostPosted: Mon Sep 25, 2006 3:31 pm 
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indeed, but there are 2 options to solve that:
1. do nothing, the guild will level higher in ranking and will need to start declaring war to better ranked (with also some higher levels a board)

2. a mathematical solution for this (to be worked out)


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 Post subject:
PostPosted: Mon Sep 25, 2006 3:34 pm 
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btw by major ownage i meant: will get owned


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 Post subject: Re: Silkroad War System
PostPosted: Thu Sep 28, 2006 11:24 am 
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achmalach wrote:
Declare war
War was declared to another clan through the site, the clanleader or War Arranger of the clan war was declared to recieved an email on this.
In that email were several stats (war rules) on the war:
When it was to take place, how many players, the maps to be played on, the amount of rounds, etc.
(For SRO this could be Time and Duration, gold and GP's involved)
The clan that was declared war to had 3 options:
Cancel the war
Accept the war with the current stats
Accept the war but propose other stats (different date/hour)

When all was agreed the war was listed in the upcomming wars list

You should make able to declear war to rival guild anytime without the need of agreement. This could be done with several ways:
1) like in ancient chinese culture, guild master kills rival guild's master and this leads to war
2) you hire assassin to kill rival guild's master and when job done, you get war
3) you have guild strongholds and attacking one will cause your guild to go war.
4) formal war declaration (one-sided)

I find formal agreements for wars silly, you don't make deals about wars. Also there shouldn't be safe spots during wars. :P

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 Post subject:
PostPosted: Thu Sep 28, 2006 12:51 pm 
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the idea is nice but still i think there must be a way to control the wars...
because if there is no official statement on the site of the war taking place why would the other guild even confirm the outcome of it...

Still you can use the as a pre-war act.

On side note:
It seems the idea does not get 'hailed' at all. Does this mean there is no base in teh community to get this off the ground?


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 Post subject:
PostPosted: Thu Sep 28, 2006 2:47 pm 
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Personally, I don't like ranking system. It will just cause more flame wars and it would be abused to get high rankings by using dummy guilds that people slaughter over and over again. But I do like gaining something beneficial from wars - it could be bonus to attributes, gold, GP whatever.

Let's say they add castles/strongholds to the game and by owning the castle, guild/union members get bonus stats to their chars. Now other guilds of course want to conquer this castle but with current system who castle owner would want to declare war when both sides must agree the conditions? With castles the better system would be like certain hours of day the castle would be attackable and guild/union would have to defend it at that time.

One thing that could cause wars is ownership of trade routes, meaning there could be way to control certain checkpoints on most used trade routes. You eather pay the asked custom sum, find another way or attack the "road block" which would cause like 1 hour war between guilds. Who controls trade routes, controls silk trade...

Don't know yet if Joymax has plans to update war system, I hope they do.

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 Post subject:
PostPosted: Thu Sep 28, 2006 3:02 pm 
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Tohak wrote:
Let's say they add castles/strongholds to the game and by owning the castle, guild/union members get bonus stats to their chars.

Only add this after a perma ban has fixed the bot.

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 Post subject:
PostPosted: Thu Sep 28, 2006 3:24 pm 
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yea, i think allowing which members to be in the war is a very good idea, would make it more fair, instead of having like your whole guild agaisnt 3 ppl..
and having ranks in the guild war would be cool

like you can see whose the top guild in the server, with the most wins etc

Tohak wrote:
Personally, I don't like ranking system. It will just cause more flame wars and it would be abused to get high rankings by using dummy guilds that people slaughter over and over again. But I do like gaining something beneficial from wars - it could be bonus to attributes, gold, GP whatever.


a level 5 vs a lvl 1 guild would get you minimum points i would assume

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 Post subject:
PostPosted: Thu Sep 28, 2006 3:28 pm 
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my guild doesn't war, too busy grinding :p

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