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Guilds Guild Territories, But Better(?)

Discussion in 'General Suggestions' started by MrFrostyFeet, Jul 31, 2016.

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  1. MrFrostyFeet

    MrFrostyFeet Well-Known Adventurer

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    Heyo! I got a idea that completely makes guild territories more meaningful and interactive. Let's begin.

    Picture this; a random structure in the middle of nowhere which can be invaded to provide not only extra XP (in a radius of at least a 100-1000 blocks, depending on the building's level), but as well as a place where you can teleport to at the same cost of scrolls. That's how my version of guild territories work.

    Of course, there is a limit to how much territories a guild can own. But that limit will increase as guilds level up. But in order to take control over a certain building/territory, you'll have to defend it from a horde of mobs similar to the building's level. How can tell what level a building is? Simple. A name tag above or in the middle of the building (depending on how tall it is) will tell the player/guild how high its level is. If the guild's level is lower than the building's level, they cannot control it. In order to initiate a invasion over a building, you must be at least 20 blocks away from the building. Then, a chat prompt will appear, stating if you want to start an invasion or not. If you fail to defend the building from mobs (probably a health bar depletes as mobs attack the building), the building will be temporarily turned into ruins and there will be a cooldown as to when you can try again.

    Of course, there are plenty of flaws in this system, such as how much of these buildings can exist in Wynn, Gavel and future provinces, and whether this entire system is redundant or not (I can't tell, though). But still, this system can easily be improved on and if you can find a way to do so, leave it down in the replies. I'd love to hear your whole opinion on this.
     
    Ascended Kitten likes this.
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