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 Post subject: territorial bonuses and advantages in the field
PostPosted: Thu Mar 24, 2011 6:39 pm 
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Location: Kalrava, Rok Klaw Mt.
ok lets say we have a open battlefield




Orkz (are the best) ------ vs ------- Eldar (booo)

Now this place is a quest/pvp zone. 2 guilds get upset at each other (eldar guild and ork guild)
they decide to fight at this area.

Now mabye when a certain amount of people from both sides enter an area a event goes off.

Now some points pop up and capturing them gives you certain advatages (theirs a scrap yard, getting that allows you to upgrade your vechicals and give armor to ur troops).

Then theirs a way to completely end the fight for your favor (big cannon each side. winning battle the cannon is controlable and other cannon destroyed)

Then the zone is controled by that faction and any enemy in the area for a while after the victory get a demoralize buff that causes them to be killed easier by players (mabye not by npcs).

Now when the timer is up, the zone becomes nutral but noone can capture the zone without enough players from both factions in the area to show up.

What do people think of this idea?

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Thu Mar 24, 2011 7:01 pm 
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A workable idea. You may try to expand it though. Is there just one zone? How will capturing this zone effect the next zones.

I can understand the debuff, but you could instead go with a buff for the winning side. That way people can still be doing PVE on the side and not randomly start dieing.

Also another thing is that ORvR seems always to be
    1 capture point
    2 camp point
    3...
    4 profit?

This makes for a boring game (unless there is actual fighting.). Maybe DMO could incorporate a system of control points (since battle is generally over territory), but still add some requirements for a true victory.

Just a thought...

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Fri Mar 25, 2011 7:29 am 
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Joined: Sat Mar 12, 2011 9:41 am
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Location: Kalrava, Rok Klaw Mt.
009miky wrote:
A workable idea. You may try to expand it though. Is there just one zone? How will capturing this zone effect the next zones.

I can understand the debuff, but you could instead go with a buff for the winning side. That way people can still be doing PVE on the side and not randomly start dieing.

Also another thing is that ORvR seems always to be
    1 capture point
    2 camp point
    3...
    4 profit?

This makes for a boring game (unless there is actual fighting.). Maybe DMO could incorporate a system of control points (since battle is generally over territory), but still add some requirements for a true victory.

Just a thought...


I didnt mean for one zone thou. And a way to get around the camping points.... well the only thing i can think of is artillary for both sides to bomb the s*** outta that place causeing campers to move it.

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sat Apr 02, 2011 12:23 pm 
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Location: Kalrava, Rok Klaw Mt.
heres a better idea of wut i got in mind


Attachments:
open area plan.png
open area plan.png [ 30.93 KiB | Viewed 240 times ]

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sat Apr 02, 2011 12:28 pm 
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Orks and flowcharts are a very dangerous combination. ;)

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sat Apr 02, 2011 1:29 pm 
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Malefactour wrote:
Orks and flowcharts are a very dangerous combination. ;)


roflmao :lol:

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Fri Apr 08, 2011 6:22 am 
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TBH it's just lame if the only thing the winnner's get are a bunch of free kills.

Why not just have persistent terriotory? Every select hours of the day the points would be open to capture, and the defenders have to defend them for a 30:minute period, or they lose the bonuses.

If some areas had purposes to them (like say an imperial shrine in the area, giving bonuses to IoM players all across the planet) it could look less like just a pointless skirmish.

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sat Apr 09, 2011 4:48 pm 
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redshift2234 wrote:
TBH it's just lame if the only thing the winnner's get are a bunch of free kills.

Why not just have persistent terriotory? Every select hours of the day the points would be open to capture, and the defenders have to defend them for a 30:minute period, or they lose the bonuses.

If some areas had purposes to them (like say an imperial shrine in the area, giving bonuses to IoM players all across the planet) it could look less like just a pointless skirmish.

yeah i really think there should be some over arching goal. tbh, the capital sieges in WAR were kinda lame. I mean they looked like a damn good time, but then what? you succeed and it resets, and they were pretty common. What i would really like to see is almost a racial leaderboard, where capturing and holding territories or important locations would ear you points, and the leaderboard is per planet, since it takes place over all of the sargos sector. what being the leading race would earn you....not so sure yet. but it would be something worthy of fighting for. There should always be something you are working towards, something BIG.

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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sun Apr 17, 2011 10:10 am 

Joined: Sun Apr 17, 2011 9:59 am
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New poster, long time 40k fan (since 3rd ed.)

Honestly for world PvP, I was a fan of DAOC's rvr. Yeah it was instanced but it was 24 hrs. Each zone was tailored to a specific level and who ever controlled the most zones got a server wide buff. So even at low levels you felt as if you were accomplishing something not just grinding. Control of the siege engines outside of the castle were key since they were the only real way to kill the walls.

I loved Daoc pvp, never did get into WAR as I was connected into WoW at the time. But I would love to see zone wide world PvP that gave buffs out.


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 Post subject: Re: territorial bonuses and advantages in the field
PostPosted: Sun Apr 17, 2011 2:39 pm 
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Fallenbourne wrote:
New poster, long time 40k fan (since 3rd ed.)

Honestly for world PvP, I was a fan of DAOC's rvr. Yeah it was instanced but it was 24 hrs. Each zone was tailored to a specific level and who ever controlled the most zones got a server wide buff. So even at low levels you felt as if you were accomplishing something not just grinding. Control of the siege engines outside of the castle were key since they were the only real way to kill the walls.

I loved Daoc pvp, never did get into WAR as I was connected into WoW at the time. But I would love to see zone wide world PvP that gave buffs out.

You did receive buff in WAR.. idk if they do anymore cause they were changing the RVR up a bit. You got a 5% damage/heal (in PVE only i think) and buy and sell buff i think (Male if you remember correct me)

Also you got an exp boost based on the city level, which capping the enemy city multiple times in a row would drop their city level...

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