As the coming games are persistant i think that the Guild Halls will need to be persistant. Now im taking a different approach to things.
A Guild can move into exclusive guild areas that they find while exploring. I heard that there will be a new skills which will only be avaliable for rpg play. Well one of them made doors visible. Maybe this skill could also be used to find secret entrances to exclusive guild bases. Like the Sunspears Refuge point in Kormir. It is hard to find and is underground. So these halls will mainly be underground i think to save space above land as it is persistant.
Taking A Base
If you find a secret pasage to some place and there is a shrine in it. It means it can be taken. If your just exploring and your guild doesnt have a base then you can quickly run in and stand at the shrine. Similar to taking the shrine's in ab the amount of players there will determine how fast it will go up. This is how long it takes to capture:
1 person: 60 mins
2 person: 40 mins
3 person: 30 mins
4+ person: 10 mins
Once captured a guild lord will spawn at the shrine and 10 bodyguards will appear arround him.
Taking a base From A guild
To take a base from a guild a group of guildies will need to kill that guilds GUILDLORD. Once the guildlord is defeated you can start capturing. The > pip will come up on the bar and the capturing process will begin. If you takes the shrine it is your base now and the guild lord and his 10 bodyguards will appear. It works exactly like GvG with a twist of AB.
Example:
Blue Team has 13 players at the shrine, Red has 11 players at the shrine.
The blue team gets 2 pips (>>) capturing speed as they have 2 more players than red team.
Also they could put more GvG concepts in such as a Defensive Flag Shrine which zaps players coming in. They do not need a flag to take it as i think it would be very hard to work this in as...well you just cant in persistant. Anyway to capture it you would have to stand at it with more people than the opposite team. Timer of taking would be the same Taking a shrine in AB today as i thikn thats a good timer. Once taken 3 Shrine elementalists will appear and hold it.
All of this would need to be bought first by the GuildLord as explained below
Furnishing Your Guild Base
A guild can purchase traders for the guild hall by talking to the Guild Lord and purchasing them off him. Just like there is today.
You may also buy defenses from your guild lord such as Footmen, Archers, Priests, Commanders (paragon shout class) etc. Once bought they will go and start defending your base. Footmen will go to the guild Entrance(s), Archers to the availble high areas of the guild or inbetween the Guild Lord and Entrances, Priests will be scattered, and Commanders near the Guild Lord.
Note: If you lose your hall you will not lose your upgrades and guards. When you capture ANOTHER base they will be back to help again.
BUILDINGS: (idea!)
Things such as catapults, Defensive shrines, Walls, Towers, Res Shrines etc. could be purchased off the guild leader but only after you have given him the correct materials. Then the structures will be placed in your guild hall. Anet would of already designed where it will go. And they will not get in the way of things such as traders.
Guild Base Positions
-Underground such as a cave. Cave could be hidden by a crack in a cliff or behind a waterfall. You may have to climb a shear cliff to reach a entrance making the new mentioned climbing feature usefull.
-Forests such as under a huge mass of trees or up on the tree tops itself on top a giant tree trunks branches.
-Water such as an underwater cave entrance which requires you to swim to get into it and get to safty of air
-Sky such as on top clouds. This idea was brought up by a friend but could be made usefull. Maybe flight powers could get you there. Such as flying mounts.
Making Sure Guilds arnt EASY to Lose
The capping length makes sure players have time to come protect there base but there will need to be a promt that appears on each defending players screen when one of there guards, players, merchants or Guild lord gets attack. This istantly Teleports the defending guilds members to the Shrine where the guild lord is, but only if they click the yes button. If they want to help later on they can minimize it.
To make it fair for the attacking team, when a defending guildie dies they will respawn at the nearest res shrine. There is no res shrines in a guild base unless there could be an option to build one when you furnish your base.
Alliances Able to come To Defend
Guilds can make alliances with other guilds who may have a hall or do not. All Guilds in the alliance are able to come to defend each others hall. They get promted if an allied guild is under attack and can come and derfend it. This is because some guilds may be very sleepy and cannot be on.
All guilds not in your alliance will be able to take your hall if they go near the shrine. To stop friendly guilds from capturing it or being attacked you may enable certain guilds to be guests. The leader and officers can invite guilds to be guests in the hall. If they accept, they cant attack your guild hall or count towards capturing of the hall, untill one of the guilds breaks the contract allowing fights to happen again
Thanks for reading
