So SV has said that they want some GvG action but dont really want Guild Wars because how it was used to beat down smaller guilds. Guild wars is highly needed for this game, both for not going red
I have a couple of suggestions for a system they will prevent larger guilds from bulling smaller ones to much.
First is to have empire rep for guilds, next is to limit wars to single reigons or towns. I would have it just limited to guards not attacking you in town but with player towns coming it needs to be regions like meduli area, tind area, fab area. This allows guilds to flee to another town. Also have a way for guilds to buy ceasefires for short time to move, and a way for guilds to sue for peace
Guild Rep-
Gained by comlpeting guild task for a empire. As a example lets say 75 to -50. If your guild have positive rep you can spend it on war decs. The cost depends on your active size, the other guilds active size, and the difference is rep. Blue guilds can focus on getting higher rep to make it more costly to war dec them. Rep can be apart of a different system that allows guilds to purchase small buffs for gold. Like paying less, more player rep, and slightly quicker preist respawns.
Guild task from a Empire will be paid for with gold to start and then given a time limit to complete. If failed you will lose a small amount of rep.
War Cost-
Lets say guild A (75rep) with 10 people who have logged in the past 2 weeks is war dec'd buy a guild with 30 B (50rep) people have logged in the past 2 weeks. The cost would be as example a 50g one time cost then a 25g upkeep per day adding on a gold per extra player the attacking guild has plus the difference in which is 25.
So Guild B would pay 50+20+25 (95g) the first day and then 25+25+25 the next day for upkeep daily.
You could deffinatly change the ammounts around, maybe have the guild size be calculated by division instead of just the difference in numbers, and increase the daily upkeep to a everother day upkeep.
Now Rep cost would -25 for each war as the one time payment. And then -5 each day for upkeep. This would make guilds go farm rep to keep the cost down which allows the smaller guild to interuppt these quest to increase the war cost. This will give some guilds a reason and goal to keep fighting as dying/losing battles wouldnt mean you didnt have a effect on the war if you delayed their guild task.
The defender can do serveral things, They could pay a small amount of rep and around 25g + any difference in active player numbers if somehow the attacking guild is smaller to Get a ceasefire that last for maybe a hour, hour and a half. This would take effect 15 mins after its activation and allow the defending guild some safety if they needed to grab their stuff and leave town. Or to go farm very quickly. I would limit it to everyother day in use.
The Next thing the defender can do is sue for peace. They will have the option for bother sides to offer items/gold in a trade window like system for a way to end the war. If the other side did not wish to end the way then there should be a very expenisve option such as 1000g and 50 rep to end the war. Half of that money would go to the attacking guild. Once the war is ended by these ways, the attacking guild in that region which the war dec happend can not redeclar that war for a week or more if the attacking guild agreed to the terms of the suit.
Limitations on war-
At first I would have suggested it be city based but with city buildings it would have to be based on the area of a town. So usingMeduli area as a example you could war dec a guild in that area, but not again in a Tindrem Empire region. So they could flee to another area of the empire. But If the attacking guild had the rep and money the they could do another war dec in Vadda since its a khurite region.
If the war dec ends for anyreason such as undoing it, not paying upkeep, or getting sued for peace. Then the attacking guild would not be able to war dec for at least a week in that empire. This would stop one guild from following the fleeing guild to kill that guild.
Conclusion-
I beleive a system like this would allow Guild Wars and fighting other guilds who sit in town but allow small guilds a good amount of protection in terms of cost, escape routes, and time needing to be invested into farming inorder to keep rep up for the war. It will force attacking guilds to stay on and be active instead of logging off to avoid the war when its not on their terms. Like with alt guilds that were meant to just declare war on a guild then log off to the real guild later.
I have a couple of suggestions for a system they will prevent larger guilds from bulling smaller ones to much.
First is to have empire rep for guilds, next is to limit wars to single reigons or towns. I would have it just limited to guards not attacking you in town but with player towns coming it needs to be regions like meduli area, tind area, fab area. This allows guilds to flee to another town. Also have a way for guilds to buy ceasefires for short time to move, and a way for guilds to sue for peace
Guild Rep-
Gained by comlpeting guild task for a empire. As a example lets say 75 to -50. If your guild have positive rep you can spend it on war decs. The cost depends on your active size, the other guilds active size, and the difference is rep. Blue guilds can focus on getting higher rep to make it more costly to war dec them. Rep can be apart of a different system that allows guilds to purchase small buffs for gold. Like paying less, more player rep, and slightly quicker preist respawns.
Guild task from a Empire will be paid for with gold to start and then given a time limit to complete. If failed you will lose a small amount of rep.
War Cost-
Lets say guild A (75rep) with 10 people who have logged in the past 2 weeks is war dec'd buy a guild with 30 B (50rep) people have logged in the past 2 weeks. The cost would be as example a 50g one time cost then a 25g upkeep per day adding on a gold per extra player the attacking guild has plus the difference in which is 25.
So Guild B would pay 50+20+25 (95g) the first day and then 25+25+25 the next day for upkeep daily.
You could deffinatly change the ammounts around, maybe have the guild size be calculated by division instead of just the difference in numbers, and increase the daily upkeep to a everother day upkeep.
Now Rep cost would -25 for each war as the one time payment. And then -5 each day for upkeep. This would make guilds go farm rep to keep the cost down which allows the smaller guild to interuppt these quest to increase the war cost. This will give some guilds a reason and goal to keep fighting as dying/losing battles wouldnt mean you didnt have a effect on the war if you delayed their guild task.
The defender can do serveral things, They could pay a small amount of rep and around 25g + any difference in active player numbers if somehow the attacking guild is smaller to Get a ceasefire that last for maybe a hour, hour and a half. This would take effect 15 mins after its activation and allow the defending guild some safety if they needed to grab their stuff and leave town. Or to go farm very quickly. I would limit it to everyother day in use.
The Next thing the defender can do is sue for peace. They will have the option for bother sides to offer items/gold in a trade window like system for a way to end the war. If the other side did not wish to end the way then there should be a very expenisve option such as 1000g and 50 rep to end the war. Half of that money would go to the attacking guild. Once the war is ended by these ways, the attacking guild in that region which the war dec happend can not redeclar that war for a week or more if the attacking guild agreed to the terms of the suit.
Limitations on war-
At first I would have suggested it be city based but with city buildings it would have to be based on the area of a town. So usingMeduli area as a example you could war dec a guild in that area, but not again in a Tindrem Empire region. So they could flee to another area of the empire. But If the attacking guild had the rep and money the they could do another war dec in Vadda since its a khurite region.
If the war dec ends for anyreason such as undoing it, not paying upkeep, or getting sued for peace. Then the attacking guild would not be able to war dec for at least a week in that empire. This would stop one guild from following the fleeing guild to kill that guild.
Conclusion-
I beleive a system like this would allow Guild Wars and fighting other guilds who sit in town but allow small guilds a good amount of protection in terms of cost, escape routes, and time needing to be invested into farming inorder to keep rep up for the war. It will force attacking guilds to stay on and be active instead of logging off to avoid the war when its not on their terms. Like with alt guilds that were meant to just declare war on a guild then log off to the real guild later.