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Faction Wars
Groove Champion
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I ask questions because I don't find the answers in your posts. Perhaps you need to understand we aren't inside your head? And perhaps I could note my own posts with *palmawayfromface* in the rare occasions I'm not completely staggered by your half-baked ideas.

Why should there be seperate destinations other than towns? If the camps can only be used during these events, what would be the benefit? I imagine there would be a measure of production coming from these camps even when faction war events aren't happening?

It seems like your suggesting we add a hybrid that borrows elements from towns and elements from player-owned camps... to use them during very specific events only? Unless you're suggesting a massive overhaul of DW's gameplay so that it becomes focused primarily on these faction wars?
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vet combatL1 wv cont0,5,0

Posted Mar 11, 2010, 7:58 pm
Kornkob The Dude
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Perhaps you need to make a bullet point list of the features of the 'faction war' because your original post does seem to imply that these places actually exist in the world.

Not a description of how you think it should work but a bullet point list of the features that make it up.

Then in a separate post explaining how it is a) different than town defence and b) going to generate more interest than town defence would also be helpful.

Those seem to be the main points of confusion with your concept.

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vet wv

Posted Mar 11, 2010, 8:07 pm
FireFly
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Fine then...

- Factions start wars with each other

- Players can join the wars on either side, rep based

- Wars are fought like town attack events, on set times and dates, players join in on either side, and fight alongside the AI

- Players that helped a faction win, based on damage dealt total and such, is given rewards based upon this

- The battles are large scale, 15 cars per side is probable, It uses the balancing the Town attack does, but is ensured to have at least 12 - 15 cars per side

- The wars are fought on faction owned turf, this would be camps setup in a string between 2 towns, you would fight over these in a "Tug of war" sense, these camps are npc owned, all a player can do here is resupply ammo, refuel and repair, they are only open during the war, to join an attack or defense, your force must be stationed in the correct base.

- A war is won when a faction control all or a majority of the bases, whereas the active players mentioned before get their "Rewards", rewards are also better if the faction like you.

- Your rep with a faction will also affect how much these resupply will cost you.

Comprehensive enough?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit31,18,0

Posted Mar 11, 2010, 9:04 pm Last edited Mar 11, 2010, 9:05 pm by FireFly
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Can you see any logistical problems with synchronizing many player schedules to fight at the same time in a campaign of events? Wouldn’t these events be populated by only 1, maybe 2 players on a regular basis?

The idea of controlling a majority of “bases” to win is interesting, and I’ve seen it applied often but I’m still reluctant to agree it fits in to the DW universe (small player base, unpopular PvP model, repair time/cost, long average event length).
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vet combatL1 wv cont0,5,0

Posted Mar 11, 2010, 9:11 pm
Kornkob The Dude
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Sounds like a logistical nightmare of getting a bunch of independent operators to the right vehicles at the right places at the right time or your 'faction' loses the ground.

Look at WoW with millions of users---their 'grand battles' are conducted by a tiny percentage of their user base.

And DW can't sustain interest in regular defend the town events and still hasn't managed to create a significant active PvP community.


I think you've got a big idea but the audience is too small for it.


(never mind the objections I have to the idea of creating anything 'guild' like in this game the way the 'player owned' factions would be)

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vet wv

Posted Mar 11, 2010, 9:17 pm
Serephe
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FireFly, what's your solution to the fact that 95% of people are going to be fighting for civs or merchants?
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vet wv paintladder ww0,3,0

Posted Mar 11, 2010, 9:30 pm
*Grograt*
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he likes a challenge lol
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vet marshal wv community

Posted Mar 11, 2010, 9:34 pm
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Does anyone remember the NPC Vs NPC wilderness fights that used to spawn? I think these should be brought back with the new faction system, and be modified to let players use their own cars. Now, looting would have to be different, or someone could join, and wait for their side to (hopefully) win and collect some loot. How about instead of loot in this instance, the gang you join for the fight pays you a 'mercenary fee' for damage and kills that you do, plus some increased training and/or faction increases.

Could be a nice compromise to this 'faction war' idea.
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vet wv paintladder

Posted Mar 15, 2010, 3:07 am
Marrkos
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Parapsycho said:
Does anyone remember the NPC Vs NPC wilderness fights that used to spawn?


Are you referring to the events that were used to test the ped code when it was first implemented or the Town Defense events?  The latter already let players bring their own vehicles, so maybe that's not what you are talking about?
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vet wv community

Posted Mar 15, 2010, 3:11 am
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I was talking about the NPC vs NPC events that would spawn in the wilderness (in various maps, not just towns), and you could control a car from one of the gangs. Not unlike the gates events we have now, these were just out in the wilderness, and would spawn randomly (or so it seemed).

I believe these were added to the game to let newbies try wilderness combat. I'm not sure when they were removed. I think when non-subs were allowed to scout with others, they were removed.
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vet wv paintladder

Posted Mar 15, 2010, 3:13 am Last edited Mar 15, 2010, 3:18 am by ParaPsycho
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