Forums » Suggestions

Guild Hall (Guild Stations) (In no way similar to Underware's suggestion)

Nov 04, 2008 Forboding_Angel link
Ok, let me first point out that this is not like "UnderWare"'s suggestions. I'm suggesting something much more practical from a developers standpoint as well as a feasability standpoint... So bear with me.

One of the things that is missing from VO is serious money sinks, now, I realize that dev time is tough and precious, so lets think through how we can best accomplish those tasks without pain and heartache.

The idea for my implementation of this is not new, it has been used and reused and reused, and it works darn near every time. Lets use Guild Wars as an example. The wasy that guild halls are implemented is that you must aquire a celestial sigil which you can buy, or you can win it through pvp.

Once you have said sigil, you can buy your guild hall. There is a set list of guild halls available (7 or 8 different kinds I think?) to choose from. Furthermore, once you have your guild hall, you can pay to have in hall merchants, armorers, skill givers, etc.

The hall in and of itself is not necessary, and tbh I can't remember the last time I visited mine, but they provide a gateway to guild vs guild combat.

Now before we get too carried away here, lets draw some correlations to how it would work in a VO universe.

For obtaining the right to buy a guild hall (station), first you need a guild as the first prerequisite, secondly, you need a sigil (Accomplishment) and a wad of cash to buy it.

How this could be accomplished in VO could be done one of many ways, x amount of PK's done by guild members, a special mission, etc.

Next we have the issue of the station and where it's located. Greyspace is the obvious choice, and there are plenty of empty sectors. Once a station is purchased select sector, plop station. Obviously things could get a wee bit crowded once there are more players in the game, so this is where Incarnate's thought of infinite systems comes in.

Now, whee we have a station, but oh wait there is nothing available. Well this is where the players and traders of the guild/miners etc come in. Traders can furnish the station with the needed goods and ore for continued operation, furthermore, perhaps the guild could buy the ability for NPC's to trade at their station which would effectively turn it into the sort of stations that we have now as far as goods are concerned. Same goes for ship dealers, weapons dealers and so on.

Ok, so we have a feature that players want, fun for guildies, and a massive money sink all in one swipe.

Additionally, non guildies would not be allowed to land unless invited by a guild member, or unless befriended by the guild (both of which should be fairly easy to implement with the current system.

^^Now we have the foundation and can delve into more fluff^^

Station colors, station types, station defenses, etc. You could essentially starve a station to death by siegeing it. No it's not the glamorous take over station imagination that everyone here (including me) has, but to have stations be capturable opens a whole new can of worms, and I would suggest that taking small steps from the get go would be much better than implementing a massive and complex system that may or may not work the way it was intended.

One of the benefits for having guild stations would be the fact that requirement for equipment/ships could be nixed for guildies or lowered to some ridiculous extent.

Later on there would also be the possibility of having "Guild Faction" as a factor.

In my opinion this is the most workable way to do it with the current system while taking steps forward to the eventual goal.

Thoughts?