Forums » Suggestions

Guild controlled structures.

Mar 22, 2011 OutOfTouch link
I don't know if they exist yet but, I know, I should of used the search feature but this one is pretty hard to explain.

It has something to do with player guilds to control a certain structure with certain methods for the benefit of that Guild that claims it.

Method #1
Claiming satellite or abandoned stations.

In order for the station to be claimed, a player lands in the station and begins purchasing the installation of gun defense systems, and now only the guild members can dock there. They can also decide whatever to have guns shoot at other guilds or players if they are not allowed to dock here. Or they can also allow some guilds to dock there.

The guilds can also upgrade the defense gun systems.

The guns usually fire at a player if any of their structures are attacked.

The following structures need to be destroyed(in particular order):
* Shields that protect the other structures
* The guild's control node.
* Once the control node is destroyed, then all the gun system is automatically destroyed, and is open for another guild to claim.

This should only apply to grey space.

Method #2
This one is much simpler.
A player has to fly through four rings located around the space bouy in order to just simply have the guild claim it.

This should apply to faction space as well so when you are a pro factionalist and in a guild that represents a faction, then you can simply do it to have the guild claim it.

Or you can also fly in another faction space, and claim their beacons like that to show other players that you are invading their space.

Just some idea that could give players incentive to play VO a little more.
Mar 22, 2011 Sraer link
Afaik, the current player owned stations act similar to your first option but you must destroy the guns at the station and then dock to gain control. Upon taking control you receive player keys that you can give to friends that allow them to dock.

Perhaps I'm mistaken though, maybe the guns aren't destroyed? Someone with more experience would know. I'm just an innocent bystander >_<
Mar 22, 2011 Scuba Steve 9.0 link
You blow up the turrets. After that, the station is disabled for a two minute period. Once this period is up, the first person to dock becomes the new owner (I have some grumbles about this, but that's neither here nor there). At that point, turrets respawn at low health and rapidly heal until they reach 100%.
Mar 22, 2011 ryan reign link
"I don't know if they exist yet but, I know, I should of used the search feature"

Yes, you really should have. Or you could have read the conveniently pinned thread "PLEASE READ PRIOR TO POSTING A SUGGESTION". Or just thought for a second and come to the conclusion that in a space based combat MMO that this feature either...

A. Already existed.

or

B. Has been suggested many many times.

or

C. Both.
Mar 23, 2011 OutOfTouch link
Well I took the risk of mentioning those in a new thread and not so surprisingly, these suggestions do exist..

Thanks anyways.
Mar 23, 2011 Scuba Steve 9.0 link
He's a little out of touch, you see. You'll have to forgive him.
Mar 23, 2011 space999999 link
Ryan, what's option D? Does/can it involve ponies?
Mar 23, 2011 Alloh link
But you are missing entirely the main point in OP:

Guild controlled structures

So far, Guild have nothing but a shared back account and an unique tag.

It cannot own stations, and probably won't be owning cappies.

I never understood why, probably a no longer existing problem, but Guild Software is against Guilds. Inc stated many times that Guilds should have no advantage. While I agree that Guilds must not have a larger advantage over a group of players of same I still think that guilds should be able to own shops, cappies and stations, as players do.

And not, really giving the owner key to all Guild members is not the same of conquering it for "MyGuild", what should include Guild2Guild relations, like tagging (Allied, Neutral, Foe) guilds.

Best would be that when target their id is [XXXX]installation-name, thus owning to that guild, and making possible to guild to have a real home... one possible to use and conquer...
Mar 23, 2011 Pizzasgood link
They are against guild-only things because guild-only things are retarded, period.

I don't think they'd be against allowing a guild to own something that an individual player or group of players could also own, so long as you don't have to be in a guild to be able to own one. My guess as to why we don't have that option with stations is the same reason they haven't done many of the other things they would like to do.
Mar 23, 2011 ryan reign link
"It cannot own stations,"

What about the stations currently owned by guilds?

"and probably won't be owning cappies."

Thats odd, because every guild I know with the exception of maybe two or three who have little use for cappies, is in fact planning on owning cappies they day they are implemented. On the subject of shops, SKAR, ONE, ITAN, PA and The BLF all own or have owned shops... and made a good wage doing so.

"Guild Software is against Guilds. Inc stated many times that Guilds should have no advantage."

Wrong again, what Inc is against is guilds having advantages beyond the advantages they already have by virtue being in an organization with membership in the triple digits and a collective bank account in the billions/trillions. If you need more advantages than that, you're playing the wrong game.
Mar 23, 2011 Alloh link
@RR
What about the stations currently owned by guilds?

There are none! All existing capturable stations belongs to one player who is member of a guild. That is not the guild itself.

all own or have owned shops... and made a good wage doing so

An organized shop belonging to a guild, in-game? Never seen one. But I've seen many guild members selling stuff on personal transactions (/100). That is not the guild itself.

And not talking about exclusive advantages, instead, simply treat the guild as a normal player.

And I just realized that can be achieved today IF the guild impersonates a player in RL and subsbribe VO... again, not a substitute for the real thing hitting the news:

[ZZZZ]'s home station was attacked by [XXXX]'s Flagship!
SALE at [YYYY] shop. Great prices.
Mar 23, 2011 ryan reign link
Alloh, if you have to stoop to semantics to make your point, your point is invalidated.

A guild is its members, the members are the guild.
Mar 24, 2011 Alloh link
Maybe it is the language barrier, but for me these two situations are entirely different:

a) You target a capship and a station, and read:
-[TGFT] Capital Station and Mall
-[CHRN] Flagship Trident

b) You target a capship and a station, and read:
-Station Anyname owned by Morphix
-Trident owned by Rin Gamborro

Maybe someone can gently explain me why the two above examples are the same in english. I see them as different. For me, a ship that belongs to me is not the same that a ship that belongs to [UTM].
Mar 24, 2011 ryan reign link
Because a guild is a group of like minded individuals, all striving towards the same goal. To that end, they pool their resources, money and property.

The only time a station is not owned by a guild is when its taken by allied forces ie... the first conquered station was taken by CHRN and the BLF. At which point it was owned by two guilds.

Or, if it were to betaken by a group of unguilded players.
Mar 24, 2011 Pizzasgood link
s/Gamborro/Ganborro/

There is a difference between an object being effectively owned by a guild and being literally owned by a guild. Mostly the difference is just sugar and convenience, especially with the low population that VO has. I would like to see the ability for guilds to properly own things (only if individuals could also own them mind you), but it's a very low priority to me.
Mar 24, 2011 ryan reign link
Hell... I'd love to be able to buy a station or destroy one. But this would take time and effort away from other things. Eventually, we'll likely be able to... but for now its unfeasible.
Mar 24, 2011 Alloh link
For now, cappie. After, maybe this...

Note: the same mechanism or procedure that would allow someone to conquer/build/donate a station/cappie to a Guild would be used in Deneb War, making those stations conquerable only by a nation (=a 'super-guild').

Also, it would be great if guild could have a home and flagships, so war between Guilds can go one step beyond simple PvP skirmishes... One guild could effectively conquer or destroy the other's property.

And the major difference, beyond "sugar", would be to support guild existence, give it an objetive and symbol, and it should be administered regarding Guilds, i.e.: once you give the good to the Guild, all Guild members become owner, but unable to donate. And once you declare another Guild as Friend or Foe, same applies to all its members. And finally, same principles would apply to Deneb where nations replaces guilds.

From what I undertand the owner key system, it only requires another entity (Guild,Nation) that can own keys, and a way for Commander+Council to manage his Guild's keys (give,revoke key)