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 War System

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Takira
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PostSubject: War System   Fri Jul 20, 2012 1:07 pm

We are planning out how the war system will work for each village give us your thought on how it can be achieve

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StalkerSan
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PostSubject: War system   Fri Jul 20, 2012 8:00 pm

Every ninja will get a bonus if he is on his territory(small boosts like speed or better visuality).
There will be war weeks in the game. Each territory will have its own base or something.
When its war week, the enemies can attack and conquer your bases and territories.You can attack and conquer the enemies territories too.Every village will be on its own and it must guard its territories and bases.When you lose your base to an enemy, you can attack to re-conquer it during the war week and if you cant, and the war is over, the enemy owns the terriory. Every base will have its own npc guards from the village that owns the territory and ninjas (ppl) that must help in order to defend.The mission of the attackers will be to get into the base and destroy its core... Then all the ppl that are from other villages than the one that just conquered the base will be automaticly teleported outside of the base. Then enemy's npc replace your npc and you can attack the base to retake it within the war week.
Everyone will try his best to take more territories so that his village gains its bonuses.
Within the war week, there will be hours that you can attack enemy bases but also hours of resting (in the night out of game hours) so that everyone can rest.
This way everyone will be able to expand the territory of his village if he's strong enough.
The attackers will also have npc's to attack and npc's will attack constantly within the war hours of the war week. The defending npc's will be more than the attacking for ballance.
In the end of the war week , there will be awards for the ninjas of the village that got the most bases (like special bonus buff or random special weapons or equipment) and also the bonses from the territories when you are in your territory (the speed boosts or visuality that i mentioned be4)

I know my idea is long but if you arent bored to read it, you will see that its good Smile

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PostSubject: War system   Fri Jul 20, 2012 9:00 pm

I think thats a very good idea, but one flaw. One village will be very overpowered at that is konoha. so we need to find away around that

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StalkerSan
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PostSubject: War System   Sat Jul 21, 2012 12:36 am

Not a rly big problem....
The amount of npc's on villages will depend on how populated the village is... more characters online with one village= fewer npc's that defend their territories and attack the opponent. That way it should always be ballanced. For examle a fortress should have 20 npc guarding it if there are 30 ppl online with the village, if they are 60 ppl online, the npc that defend would be 10 and so on. Also , when there are many ppl online with a village, the bonuses and buffs they take during war from their territory should decrease.When they are fewer, they increase(like battlefields on WoW if u know, when there are few ppl with a team, they get bonus buffs so its ballanced).

If my idea still has problems, tell me and i'll find a solution Razz

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PostSubject: War System   Sat Jul 21, 2012 9:31 am

Thats a way around it. Good Solution lol

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PostSubject: Re: War System   Mon Jul 23, 2012 12:18 pm

I think the better way to do this its something like this

One Big Battleground (not villages):

Snowie Field
Grass Field
Desert Field
Isles Field
Forest Feild

-Clear Type of fight, like :
A) Conquer the bases (5 bases) arround the battleground. a number of "Resources" or "reinforcements" that will decrease as the bases are balanced for a team.
B) 2 Bases and Capture the enemy flag.
C) 2 Bases and the objetive will be kill the enemy General or Kage, or Feudal Lord (Feudal lord must have powerful guards).
D) Other.

-Mobs (obviosly excluding players) :
_1st: Npc IA (Ninja)
_2nd: Miniboss (Captain)
_3rt: Boss (General, Kage or Feudal lord)
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kenâ„–y
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PostSubject: Re: War System   Mon Jul 23, 2012 9:23 pm

Revash wrote:
I think the better way to do this its something like this

One Big Battleground (not villages):

Snowie Field
Grass Field
Desert Field
Isles Field
Forest Feild

-Clear Type of fight, like :
A) Conquer the bases (5 bases) arround the battleground. a number of "Resources" or "reinforcements" that will decrease as the bases are balanced for a team.
B) 2 Bases and Capture the enemy flag.
C) 2 Bases and the objetive will be kill the enemy General or Kage, or Feudal Lord (Feudal lord must have powerful guards).
D) Other.

-Mobs (obviosly excluding players) :
_1st: Npc IA (Ninja)
_2nd: Miniboss (Captain)
_3rt: Boss (General, Kage or Feudal lord)




lol i think that kage cant be mobs

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Tobi
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PostSubject: Re: War System   Mon Jul 23, 2012 9:38 pm

I think wars should be in a different map from the actual 'villages'. For example
If the mist and sand go to war they get put into a war zone till one side wins. The war zones will bassically be large areas of land that sourround small bases. Each village will have up to 10 bases,which they can heal,rest and get supplies. If a base is destroyed it can not be replaced till after the war. I haven't really read through this to seeif it makes sense but anyway that's my idea Very Happy

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PostSubject: Re: War System   Thu Jul 26, 2012 11:59 am

open pvp, or instanced battlegrounds.

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Takira
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PostSubject: Re: War System   Thu Jul 26, 2012 1:52 pm

open pvp just watch your back

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PostSubject: Re: War System   Thu Jul 26, 2012 2:31 pm

I like palma's idea cause it also includes missing nins dont leave them out takira they shiuld also be able to wage war and control areas
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PostSubject: Re: War System   Thu Jul 26, 2012 3:15 pm

Open PVP sounds bad ass a long with a scoring system for wars. As with Revash's example i would like there to be different areas to have different types of battles. It would be pretty bad ass to have an open field and it be one giant mosh pit and whoever is left standing/has not retreated is the victor of that battle.

Also some perks should be awarded with wars such as double xp, weapons, armors, mounts?, abilities, costumes. But the perks I mention may be better for more of an arena type PvP (such as duels in arenas or battle grounds like in WoW) instead of a war type PvP. I hope that makes sense.

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PostSubject: Re: War System   Thu Jul 26, 2012 3:30 pm

I say victors can take items or an item that interests them. It is like Kisame's sword, that bee took and that Kisame's took from the previous owner.


Last edited by scorpion on Thu Jul 26, 2012 3:37 pm; edited 1 time in total
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PostSubject: Re: War System   Thu Jul 26, 2012 3:32 pm

scorpion wrote:
I say victors can take items or an item that interests them. It is lime Kisame's sword, that bee took and that Kisame's took from the previous owner.

Thats the case I would always take some noob gear and fight people with a wooden sword xD. But the disadvantage would be you will most likely lose the war. Gotta take chances.

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PostSubject: Re: War System   Sun Jul 29, 2012 12:15 pm

Well here's what I think ill TRY to keep it somewhat short.

Ok so I think there should be 2 different types of pvp one would be the generic village vs village pvp (the major of the 2)
and the other would be open world zones pvp as Ouma Fuyu has said, now to explain.

Village vs village pvp : if 2 villages decide to go to war I think this should be instance pvp, meaning when its time to go to war there would be a prompt screen informing everyone from both villages that the war is about to start and that only a certain amount of character spots are available (e.g 30 vs 30)higher ranked characters getting privilege of course)
I also think that only people who are INSIDE there village should be able to join as being able to join wherever you are on the map would be a bit weird, anyway once everyone's ready/timers run out everyone would be transported to a big battlefield where they would fight it out, first village to lose all there characters is defeated which would mean money loss for the village, reputation loss etc and the winning village would get a reward (money etc).

Open world zone pvp : this is where the missing nins can get involved too, ok so for people who like open world pvp (i think that's everyone) this is basically what ouma said, there should be territory's around the map which give bonuses to those who control it(or just have stuff that you couldn't get anywhere else) anyway people can fight for this territory openly with no instance fights etc in order for this to work there should probably be something in the territory's that the controlling village/missing nins have to defend and the people who want to take it over have to destroy it e.g a tower or something.

Hope you enjoyed my book.

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PostSubject: Re: War System   Sun Jul 29, 2012 12:57 pm

I think we should do something similar to DC Universe. We have a war every 2 hours. You don't have to participate, but you can if you want. You go to the war zone, and its just PVP vs. PVP, but theyre teams, which are the villages. Fight to the death, last team standing gets a point. At the end of the week, who ever accumulates the most points wins.

To fix the over power issue. We can make a limit on the amount of players on a team during that specific war. So, it evens out. i.e. if Konoha has 100 players, their max limit will be 20. If The Sandvillage has 50 players, their max can be 25. And so on...

Its Just a thought, what yall think of it?

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PostSubject: Re: War System   Sun Jul 29, 2012 1:06 pm

For me,the concept can be very simple.

If you want to you can join.
It's open world PVP.

All there is to it. (IMO)

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PostSubject: Re: War System   Sun Jul 29, 2012 1:13 pm

yeh open world pvp sounds kewl
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PostSubject: Re: War System   Fri Aug 03, 2012 7:47 pm

I agree with greedz exept that there is a cwertain number of players in the war lke 30 is a bit to little it can either be a huge number or no number at all but there should be some number control so that it doesn't get out of control like 500 vs 20.Once again greedz 2 odeas are great.
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Moto
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PostSubject: Re: War System   Fri Aug 03, 2012 10:28 pm

Firstly i would prefer that villages can stick together on wars.

2 villages vs 1 ( like rock and water vs leaf to make it more equal)

The kages should decide how war should participate. Moreover Missing nins are able to join on all battles.

kages are able to hire them for money. Wars have to be declared three days before the actually war event.
who wants to particpate has to register at an npc.


It should be two different typs of maps:

1.Defending map
2.Open Map money pvp


1.Defenting Map. One village has a huge Fortress and some bonus buffs like speed /moral + chakra recharge faster and so on ( in the pvp map ) The enemy villages have to take over the fortress
in a special amount of time . For example hole war takes plays in two hours. IF the village is able to hold the Fortress
The defending village wins stuff like secret scrolls.

The attacking villages have a small buff of speed + and so on, but more time is running the buff of the attacking
forces gets smaller. Increasing buff is like destroying the entrance and so on.
If the attacking village is able to get in the fortress and steal the treasure flag in the fortress they win.
the kage should be equipted with the flag and after he is defeated they have to deliver it to their base then they won.

2. open Map money pvp !

Openmap is maybe participating once a month. For 4 hours the hole server gets in pvp mode, every single area gets a pvp area
You are able to register your guild / clan / village / missing nin guild for The capture store event for some money.

You are now able to acquire a shop,
for example Ramen shop , so if you hold the store until the event ended you organization is the owner of the shop, You get 15 % taxes of the money the shop earns until someone else capture it.

The capture system could work after you hold position for some time , random Npcs appear number depends on the store, the shop is yours until someone kills the npcs.

example for shops ( weapon , merchant, trader , food, borderlines, ships and and and)

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PostSubject: Re: War System   Tue Aug 07, 2012 9:11 am

My suggestion would be that the game has an everchanging map. One huge map, divided into at least 30 small territories. The game starts with every village owning equally many. And then there's a neverending battle of taking over bases in order to take over the whole territory.
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Fuyu Hozuki
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PostSubject: Re: War System   Wed Aug 08, 2012 1:41 am

Sprinkler wrote:
My suggestion would be that the game has an everchanging map. One huge map, divided into at least 30 small territories. The game starts with every village owning equally many. And then there's a neverending battle of taking over bases in order to take over the whole territory.

Man read before you say what was said before...
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PostSubject: Re: War System   Wed Aug 08, 2012 2:30 am

Nobody mentioned that the map's gonna be changing constantly, and that PVP shouldn't be restricted to a certain amount of days/hours, but to always be present. So suck my cock.
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Greedz
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PostSubject: Re: War System   Wed Aug 08, 2012 2:41 am

Sprinkler wrote:
Nobody mentioned that the map's gonna be changing constantly, and that PVP shouldn't be restricted to a certain amount of days/hours, but to always be present. So suck my cock.

Actually yh it has been mentioned, Lrn2read bro.

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PostSubject: Re: War System   Wed Aug 08, 2012 2:49 am

So quote it.
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