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Alliance War

alliance war idea pvp raiding raid alliance war

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12 replies to this topic

#1
Royalblood

Royalblood
  • 115 posts

Capture the flag, kill the leader, or another version of capture the flag where the flag is carried by 1 defender. 

Con, try making it in a way so people can spam smoke grenades and steal the flag.

Procedure:

-Alliance A wants to attack Alliance B so Alliance A types in Alliance B's name into a search bar ( probably located in alliance activity tab)

-All members of Alliance B get a notice that reads: Alliance A has waged war on Alliance B prepare for war (Whatever Con likes to put)

-Timer sets for 24 hours (Timer is shown on Alliance A and B's alliance screen)

-After 24 hours all the members of Alliance A is shown on Alliance B's alliance screen and vice versa (Probably a button for this)

-All members of both alliances can attack anyone within their own level range.(lv range 1= 10-20,lv range 2= 21-30,lv range 3 =31-40,lv range 4 =41-50)

-During alliance wars no one can attack members of Alliance A or B except members of the enemy alliance

-Nothing can be looted 

-All raiders and defenders suffer no injuries

-All defenders will be in the compound when raiders attack even if they are out. (This prevents DMU users from getting an upper hand by being able to send survivors out and look for resources to repair damaged buildings/traps)

-For every raider downed you will loose 1 point and for every defender killed you will gain 2 points (Depends on what Con thinks)

 

 

Thats it for now. Feel free to give me some suggestions.


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#2
MaxSheen

MaxSheen
  • 2,649 posts

Better Idea, have control points accros the map in various locations, rival compounds MUST defend these from other alliances.

 

EX: Raid Co has decided to take a Military Base and the UCPD wants to capture it for their own benefit (benefits are decided by Con and Con ALONE)

 

Each Raid Co. Member can "send" one(and only one) of their individual survivors in that Control point MAX 10 survivors per Control point( this forces them to decide what is important to them, and it makes everyone work). Now to make silenced weapons more relevant(and cool) there is a stealth approach the Attacking party can take instead of guns blazing like Ranbo. It works like a normal raid but it is held in a diffrent location, defending survivors have patrol paths so that they can cover more area and it adds a stealth approach to the game for attackers :).

 

Please reply and comment on this!!!!! 


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#3
Rose Mantis

Rose Mantis
  • 1,009 posts

Better Idea, have control points accros the map in various locations, rival compounds MUST defend these from other alliances.

 

EX: Raid Co has decided to take a Military Base and the UCPD wants to capture it for their own benefit (benefits are decided by Con and Con ALONE)

 

Each Raid Co. Member can "send" one(and only one) of their individual survivors in that Control point MAX 10 survivors per Control point( this forces them to decide what is important to them, and it makes everyone work). Now to make silenced weapons more relevant(and cool) there is a stealth approach the Attacking party can take instead of guns blazing like Ranbo. It works like a normal raid but it is held in a diffrent location, defending survivors have patrol paths so that they can cover more area and it adds a stealth approach to the game for attackers :).

 

Please reply and comment on this!!!!! 

A pretty good system honestly is one Akin to FallenSword, check that old ass game out. It works pretty much as you stated. You plop defenders down (In that games case players) and the enemy has to kill the defenders AND defeat the relic in question to claim it. They are spread throughout the map, and travel time could maybe play in somehow.


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#4
Royalblood

Royalblood
  • 115 posts

Better Idea, have control points accros the map in various locations, rival compounds MUST defend these from other alliances.

 

EX: Raid Co has decided to take a Military Base and the UCPD wants to capture it for their own benefit (benefits are decided by Con and Con ALONE)

 

Each Raid Co. Member can "send" one(and only one) of their individual survivors in that Control point MAX 10 survivors per Control point( this forces them to decide what is important to them, and it makes everyone work). Now to make silenced weapons more relevant(and cool) there is a stealth approach the Attacking party can take instead of guns blazing like Ranbo. It works like a normal raid but it is held in a diffrent location, defending survivors have patrol paths so that they can cover more area and it adds a stealth approach to the game for attackers :).

 

Please reply and comment on this!!!!! 

This is a very good idea but I'm not sure if we will be able to do actual PvP. Defending locations sounds awesome.


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#5
MaxSheen

MaxSheen
  • 2,649 posts

This is a very good idea but I'm not sure if we will be able to do actual PvP. Defending locations sounds awesome.

Yeah, but just so we know this is not live PvP(AI just like raids only different)  and that means each contributing player that defends a location has one to two less survivors to work with on missions and raids


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#6
Royalblood

Royalblood
  • 115 posts

Yeah, but just so we know this is not live PvP(AI just like raids only different)  and that means each contributing player that defends a location has one to two less survivors to work with on missions and raids

So instead of attacking enemy compounds you have to take over enemy controlled locations. We should probably be able to build defenses(barricades) because many locations don't seem to have strong defenses. But with so many alliances in the game how will it work so each alliance has their own territories.


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#7
LLiquid

LLiquid
  • 2,533 posts

-During alliance wars no one can attack members of Alliance A or B except members of the enemy alliance

-Nothing can be looted 

-All raiders and defenders suffer no injuries

-All defenders will be in the compound when raiders attack even if they are out. (This prevents DMU users from getting an upper hand by being able to send survivors out and look for resources to repair damaged buildings/traps)

 

Without trying to sound like an ass....... Is this not removing the majority of downsides for raiding? Other than rebuilding structures, I think you have removed them all. If we look at it as a pessimist;

 

Safe from attacks other than from the warring alliance

No loss of resources

No injuries

No penalty for sending all survivors on missions and the base un-defended

 

By all means, please let me know if I have misunderstood


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#8
Royalblood

Royalblood
  • 115 posts

Without trying to sound like an ass....... Is this not removing the majority of downsides for raiding? Other than rebuilding structures, I think you have removed them all. If we look at it as a pessimist;

 

Safe from attacks other than from the warring alliance

No loss of resources

No injuries

No penalty for sending all survivors on missions and the base un-defended

 

By all means, please let me know if I have misunderstood

DMU players can go out and find resources to repair barricades, re-arm traps,and treat survivor injuries in a short period of time while non-DMU players cant do that. This is to try and level it out abit. Plus it works both ways so noone is getting an upper hand. 


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#9
Rose Mantis

Rose Mantis
  • 1,009 posts

Without trying to sound like an ass....... Is this not removing the majority of downsides for raiding? Other than rebuilding structures, I think you have removed them all. If we look at it as a pessimist;

 

Safe from attacks other than from the warring alliance

No loss of resources

No injuries

No penalty for sending all survivors on missions and the base un-defended

 

By all means, please let me know if I have misunderstood

On the opposite side, would add fun for the Clan V Clan players to have a temporary "Manno E Manno" match. After the raid fails or suceeds (you would of course have preperation time on both sides, and defenses would be layered (Basically individual instances) the zone is locked for, 3 days to a week (Depending on the zone) and both alliances can be attacked again.

All defenses would be preassembled, but you can spend resources and fuel to boost the prebuilt defenses levels. The more alliance members, that faster and more effectively the defenses can be upgraded. Also during this time Alliance A and B cannot be attacked AND Cannot attack (For balance reasons)

The lockout time for Zones can be 3-7 days, or maybe 7-21 days depending on zone (Probably the latter so immunity is not constantly spammed)

Maybe not ALL Alliance members are immune, eg:

Aggressor A calls an Assault on Zone X owned by Defender B. Zone X is a small zone, so can have 15 (up to 5 men each) participating aggressors and 10 (10 men each) defenders. Defender B has 15 members vote to participate during the prep time, and the Leader of B chooses 10. Aggressor A has 29 people willing to participate, and chooses 15. The fighting happens in waves (5 v 10, 5 v 10, 5 v 10, etc) if the aggressor fails 8 times, they lose. If the Aggressor wins 6 times, they take Zone X, and Zone X is locked for 7 days. 

During this time, participating members CANNOT attack or be attacked, but all other Alliance Members, and Zones under that Alliance's control, can be attacked (So owning 2 Zones is WAY harder then 1)


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#10
MaxSheen

MaxSheen
  • 2,649 posts

So instead of attacking enemy compounds you have to take over enemy controlled locations. We should probably be able to build defenses(barricades) because many locations don't seem to have strong defenses. But with so many alliances in the game how will it work so each alliance has their own territories.

there are natural added parts of cover in looting areas Ex: there are barricades in the new hospital area and army bases, and watchtowers in small streets and Army bases.

 

Although adding barricades would be a move i would be for, also each member would be able to build traps in those areas


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#11
Royalblood

Royalblood
  • 115 posts

On the opposite side, would add fun for the Clan V Clan players to have a temporary "Manno E Manno" match. After the raid fails or suceeds (you would of course have preperation time on both sides, and defenses would be layered (Basically individual instances) the zone is locked for, 3 days to a week (Depending on the zone) and both alliances can be attacked again.

All defenses would be preassembled, but you can spend resources and fuel to boost the prebuilt defenses levels. The more alliance members, that faster and more effectively the defenses can be upgraded. Also during this time Alliance A and B cannot be attacked AND Cannot attack (For balance reasons)

The lockout time for Zones can be 3-7 days, or maybe 7-21 days depending on zone (Probably the latter so immunity is not constantly spammed)

Maybe not ALL Alliance members are immune, eg:

Aggressor A calls an Assault on Zone X owned by Defender B. Zone X is a small zone, so can have 15 (up to 5 men each) participating aggressors and 10 (10 men each) defenders. Defender B has 15 members vote to participate during the prep time, and the Leader of B chooses 10. Aggressor A has 29 people willing to participate, and chooses 15. The fighting happens in waves (5 v 10, 5 v 10, 5 v 10, etc) if the aggressor fails 8 times, they lose. If the Aggressor wins 6 times, they take Zone X, and Zone X is locked for 7 days. 

During this time, participating members CANNOT attack or be attacked, but all other Alliance Members, and Zones under that Alliance's control, can be attacked (So owning 2 Zones is WAY harder then 1)

That is a great add on to fighting for locations. Especially the lockdown time


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#12
MaxSheen

MaxSheen
  • 2,649 posts

On the opposite side, would add fun for the Clan V Clan players to have a temporary "Manno E Manno" match. After the raid fails or suceeds (you would of course have preperation time on both sides, and defenses would be layered (Basically individual instances) the zone is locked for, 3 days to a week (Depending on the zone) and both alliances can be attacked again.

All defenses would be preassembled, but you can spend resources and fuel to boost the prebuilt defenses levels. The more alliance members, that faster and more effectively the defenses can be upgraded. Also during this time Alliance A and B cannot be attacked AND Cannot attack (For balance reasons)

The lockout time for Zones can be 3-7 days, or maybe 7-21 days depending on zone (Probably the latter so immunity is not constantly spammed)

Maybe not ALL Alliance members are immune, eg:

Aggressor A calls an Assault on Zone X owned by Defender B. Zone X is a small zone, so can have 15 (up to 5 men each) participating aggressors and 10 (10 men each) defenders. Defender B has 15 members vote to participate during the prep time, and the Leader of B chooses 10. Aggressor A has 29 people willing to participate, and chooses 15. The fighting happens in waves (5 v 10, 5 v 10, 5 v 10, etc) if the aggressor fails 8 times, they lose. If the Aggressor wins 6 times, they take Zone X, and Zone X is locked for 7 days. 

During this time, participating members CANNOT attack or be attacked, but all other Alliance Members, and Zones under that Alliance's control, can be attacked (So owning 2 Zones is WAY harder then 1)

Now THAT is funner that compound raids


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#13
Royalblood

Royalblood
  • 115 posts

I guess small narrow areas like small streets make the best defenses.


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