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Multiple Wars At A Time

Discussion in 'General Suggestions' started by Theeef, Dec 3, 2019.

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Should one guild be able to attack multiple territories at once?

  1. Yes

    28 vote(s)
    77.8%
  2. Yes but no flavored (no)

    8 vote(s)
    22.2%
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  1. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    With the recent rule changes, sub guilds are now completely allowed, as seen in this clip:

    [​IMG]

    With this, you're now able to make multiple guilds and attack multiple territories at a time (and it's actually allowed now, even if it wasn't enforced before). Since it's officially allowed now, I feel like it'd make a lot more sense to just give guilds the ability to attack multiple territories at a time. This will prevent additionally useless guilds from being created, encourage people to keep recruiting to their main guild (since it will be a higher level majority of the time), and will help maintain the identity of existing guilds.

    That's it, vote in pool if you agree. Thanks.
     
  2. huge6446

    huge6446 nether pvp guy HERO

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    Why the heck not. I can imagine war servers being overloaded though. Should be a cap at 2 or 3 wars per guild
     
  3. ImScarce

    ImScarce Well-Known Adventurer VIP

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    definitely yes
     
    Theeef likes this.
  4. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    I don't see why it's unreasonable to have multiple wars on one server. Maybe if you start a war and your guild is already in war, you just get teleported to the same world and the mobs go in a different place. This would obviously cause problems if the territories were directly adjacent to each other though.
     
  5. Melkor

    Melkor The dark enemy of the world HERO

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    I foresee amusingly laggy war servers.
     
    Coragon42 and Theeef like this.
  6. izzVersels

    izzVersels Well-Known Adventurer VIP

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    This would require 2 different world border boxes.. I don't think thats possible
     
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  7. Viaire

    Viaire Well-Known Adventurer CHAMPION

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    Tbh I don't agree with sub guilds even tho I have used them in the past but I guess this at least makes it clearer who you are actually fighting against instead of trying to work out which sub guild belongs to which guild. Might as well remove the player cap on guilds as well while your there.
     
    Theeef and Bliss like this.
  8. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    That’s only if they choose to do multiple wars in one world. If they went with this route, there are many ways to keep a player inside the territory other then world borders.
     
  9. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I agree, but there needs to be some cost associated with attacking more than one territory at once. By only being able to attack one place at once, speed is the most important factor so having lots of players in one war is the best strategy. If guilds could start an essentially unlimited number of wars at once, every guild member who can solo a war would be a captain and wars would only be about having the most captains.

    To make your system work, there would need to be a cost to starting wars which increases based on the number of active wars. The first war could be free, but every subsequent war would need to cost progressively more, soft capping at something like three or four wars. Something like this would probably help small guilds keep a small amount of territory and allow large guilds to take over large amounts of territory.

    That doesn't really fix the one man war problem, but if the holders of the territory could enter the war and fight with the attacker(s) it would probably solve the issue while making warring more interesting so I could get behind a change like that.

    Look, I'm not against your suggestion (I supported it), but in its current form it's just not a well thought out (or not a well articulated) idea. Even setting aside the potential technical issues which I don't know enough about to comment on, to implement a system where you can have more than one war at once would require a complete overhaul of how warring works (something which I fully support).
     
  10. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    Why pay a cost to attack more when you could just make a subguild and do it for free?
     
  11. Sg_Voltage

    Sg_Voltage 1.18 was the best update, don't @me CHAMPION

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    I could say the exact same thing about your entire suggestion though. Why change something when it makes no difference since you can just use subguilds?

    Also, even with your suggestion, subguilds will still exist to get around the cap on people who can declare wars in any one guild. If your problem is with subguilds existing your solution is a really bad one as it does the exact opposite by giving subguilds a major buff.

    In the current system, if you want to attack 100 territories at once you would need 100 guilds. People don't do that because it's really hard to grow and manage that many guilds. With what you're suggesting, decent guilds could use just one or two subguilds to take over entire areas at once.
     
  12. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    Bumping this owo
     
  13. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    It's bump o' clock, and this thread is looking extra barren...
     
  14. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    It's bump o' clock.
     
  15. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    It's bump time. Enjoy the thread spam.
     
  16. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    Bumping these
     
  17. Mox gang uwu

    Mox gang uwu Professional Loser CHAMPION

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    idk fam, this suggestion might sound good on paper, but it just buffs subs and lags Wynn as a whole (It's laggy enough), thank you for (not) reading my suggestion, I'm gonna go back to hunting Royal Cake Slices
     
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