The guild system in *Guild* Wars doesn't really do much.
I think it should considering that the game is called Guild Wars.
If I had the money and the know how, this would be the game I would create.
It would be a persistent world. Think of it as a Massive Multiplayer Online Role Playing Strategy Game.
Please let me know what you think. Would anyone here try a game like this?
Each player is given the opportunity to create or join a guild.
When creating a guild you will select what type of government you want in your guild
Types of guilds:
Type A - Members vote for policies
Type B1 - Members vote for leader > Leader selects policies
Type B2 - Members vote for leader > Leader selects officers > Officers select policies
Type C1 - Members vote for officers > Officers vote for policies
Tyep C2 - Members vote for officers > Officers vote for leader > Leader selects policies
You will also be able to establish headquarters anywhere possible in the persistent world once they have met all requirements. In your headquarters there will be a number of NPCs. The number of NPCs will grow depending on how big your guild becomes.
Requirements for establishing headquarters.
------------Atleast a certain amount of members
------------Gold and Resources
In a Type B/C2 government, the leader selects where the headquarters will be established.
In a Type A government, members vote for a designated member to select the location of headquarters.
In a Type C1 government, officers vote for a designated officer to select the location of headquarters.
Policies Available
Resources - Determine which resources are more important for your guild. NPC members of your guild will gather those resources.
------------Gold - Maintaining a higher flow of gold in your guild bank allows for more room for more members. If your members exceed the cap, you must either find a way to get more gold or kick some members. Unless you are happy with a negative flowing economy. Extra gold may also be spread among all members to use personally if decided by the government. Or the extra gold may be used to create buildings with certain advantages.
------------Other resources - Resources flowing in your guild will allow crafters in your guild to craft certain items or weapons. They may be spread among members to use personally or they may be used to build buildings with certain advantages.
Construction - Determine what buildings NPCs in your guild will build.
Jobs - Determine what percentage of NPCs will do what jobs.
------------Military - Defending headquarters and supply lines.
------------Construction - Constructing buildings.
------------Mining - Gather resources.
Relations - Determine whether other guilds are allies or enemies.
------------Trading gold and resources.
Research Bonus - Determine what bonus your guild members and NPCs will recieve.
------------Defense bonus
------------Attack bonus
------------etc.
The job of a leader or officer is to guide the guild to success using policies and also providing members and NPCs with the right kind of resources.
Members will either protect their NPCs and buildings or attack those of their enemies.
This is just a draft that I thought up. Let me know what you think.
Guilds need to be implemented.
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K
I like it! I enjoy GW and, at least for myself, it could be better with your ideas. As someone said, many guilds already have structure.
Gold, resources, crafting and etc.:
In the 'first among equals'/commune-minded collective of GW, you are commiting a crime by suggesting a system where an individual or team could, through ambition, dedication and [*gasp*] capitalism, achieve a quantifiable or material edge in the game over any other individual or team.
It's horrific for many to even consider that someone might have a better weapon or better armor or better skill or better build or better (fill-in-the-blank) than themselves.
Unfortunately, in the eyes of many, the fact that GW is a graphically-advanced, subscription-free and unrivaled-in-it's-quality-&-model MMO is apparently not enough to set it apart from the rest of the gaming world.
Meaningless skins and dyes are fine as long as they don't reward the acquirer with any advantage above any other. Cleverness, insight, creativity and ingenuity must be nerfed! [OOPS, I mean "balanced."] LOL
Yes, I like GW and it has it's place... but it's rather mediocre and bland without your ideas don't you think?
I doubt that you will find many here who appreciate your ideas.
-VK
Considering I've been in guilds where the average age was 14 and the IQ the same, I really don't see how all the guild politics would work. In a guild I was the guild leader of, we established the policy that once a guild member passed certain requirements, they would automatically become a guild officer and you can't imagine how many felt it was unfair and that they should be treated different and be allowed to be an officer before they fulfilled the requirements.
Just play the game and if you don't like your guild, then find a new one.
Personally, I think there should be more guild v guild interaction, but I don't think we need to have a whole political system for guild wars.
Just play the game and if you don't like your guild, then find a new one.
Personally, I think there should be more guild v guild interaction, but I don't think we need to have a whole political system for guild wars.
c
Quote:
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Originally Posted by RhanoctJocosa
no sorry, not in gw
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Although more could be done with guilds, but I doubt there will be any changes to guilds in GW1.
Quote:
| I agree with the OP's sentiment that *much* more could be done with guilds in this game. Right now, they're not really much more than an online chatroom. Which is sad. |
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