Mir Outpost Wars
I was looking at the new site at Mir Revenge - Home and noticed it says "guild wars"
as a feature. But to me there isnt really any guild "wars". so i set about thinking how this could be implemented.
Since i have never scripted for mir, i have little idea of its flexibility concerning what can and cant
be done. However i have programming knowledge so generally speaking i know what will be involved, so ive thought
about ways of implementing this using methods already in game.
Similar to Greatwall, but just alot more of them! and allows everybody to take part, or you could just make more greatwalls with better bonuses i guess?.. but typing this relieved my boredom.
Basic Concept
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The Idea:
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Certain Provinces/areas in game will have an Outpost, these can be controlled by a guild.
These Outposts will give the guild members who control it a benefit.
say a stats boost of 2-2 on DC/MC/SC skills
As an example, if one guild can gain control 5 outposts
each member will recieve a stat boost of 10-10 mc/dc/sc (2-2 x5)
Each Outpost would have its own map, which is a NO DROP area, this will mean everybody
will be willing to fight!! this isnt about drops its about fighting as a team for the good of the guild.
ive used 5 outposts as an example, and a low stat boost, but imagine if there was 20+ outposts
The Implementation:
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* Can a stat boost be given to an entire Guild?
Since the stats boost for groups thing came in, i was hoping a stat boost for an entire guild was also possible
If not then that kind of ruins the whole idea haha, but im sure other benefits could be used.
such as each outpost gives a different type of free pet? (something worth having, EG 1 IRSlayer)
Outpost Layout
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Quick summary:
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* Large Map
* No Mobs
* teleport in (described below)
* One Entrance
* One "Outpost Keeper" NPC
* Some fancy looking building in the middle
[Pictures]
map
Outpost Keeper
The Implementation:
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*Large Map
The map will need to be large, this is because when a takeover starts it would be easy for the attackers
to Firewall the whole area too stop defenders, also it gives the defenders a choice of rally points (somewhere to assemble before defending)
*Teleports
Defenders will be able to use an Outpost NPC in their Guild Territory
every GT will have one, so that npcs dont need to be spawned dynamically just for the guilds that own an outpost.
But it has a check, to make sure the person clicking the link is:
a) in the guild (damn GTinvites)
b) Controls the Outpost they want to teleport too
[picture]
Teleport NPC Menu
This will then teleport the person to the outpost RANDOM PLACING, to stop the firewall problem again.
Then defenders will need too organise where they meet to start the defence (or just charge to the middle if theyre mental haha)
The teleport idea is so that the attackers dont just stand at the entrance to the outpost killing people as they arrive (in a drop zone!)
*Outpost Keeper
This will be described in the Outpost Takeover section
Outpost Takeover
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ok, so at first, nobody will own these, maybe have an event to decide who gets each one (at first)
[there will need to be something scripted allowing nobody to own them incase the owning guild is deleted]
The Takeover scenario:
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* A Guild own Mongchon Outpost, lets call them "Owners"
* A Guild wishes to takeover mongchon, lets call them "Takers"
* "Takers" will require 1 Warrior, 1 Wizard, 1 Tao (level 60+) to gain control of the outpost
but you can bring as many people (any level) as you want for the fight.
(they need to be over 60 to actually take it, to show they are worthy of taking the outpost, and to stop noobs under 32 from taking it in complete safety)
* "Takers" will need to click the NPC with each class in this order Warrior, Wizard, Tao.
this simulates how a war would be, Warrior as the first into battle (meat shield) then a wiz as a dmg dealer, then tao as support.
* "Takers" will need to click "Outpost Keeper" NPC with Warrior Class Then Click "Attack", You have now breached Barrier 1 of the outpost
The "Owners" will get a warning message in guild chat
[picture]
* The "Takers"Then need to wait 2 minutes before the next class can click the NPC
( this is so you cant take the outpost in 3 seconds and not allow defenders time to stop what they are doing and come defend)
* "Takers" then click the npc with a Wizard (if the defenders havent already owned them)
Barrier 2 of the Outpost is now breached
[picture]
* Wait 2 mins
* "Takers" click NPC with Taoist
3rd Barrier is now Breached
[picture]
* wait 2 mins
* ANYBODY from takers then clicks the NPC and the outpost is now theirs!!
[picture]
("Takers" will also get similar messages)
So, it takes only 6 minutes to take an outpost, this should be enough time for defenders to organise.
of course some outposts will be taken at night when your in bed, but that gives you something to do the next day :P
(recruit some americans? haha)
The Implementation:
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It would be easier if a table in the database could be created for outposts, but im guessing this cant be done?
So i guess everything will need to be managed Via the Outpost NPC, setting database flags (like quests? to stop people doing it repeatedly (eg redmoon))
so this would be programmed like a mini quest i guess?
The messages showing breaches... i dont know if you can send messages like this only too certain guilds... if not
maybe use the Guild LEader message thing (red writing at top) but spam it a bit so you actually see it!
The NPC will have to check a few things:
*level of person clicking
*Class of person clicking
*Guild of person clicking
The Timer between clicks is something im unsure how it would be done...can you create a timer on disabiling NPCS?
If not how about it spawns a "Breach1" pet with a timer (like tame has a timer?) then the NPC checks if the breach1 pet exists in the zone, when they try to take barrier 2?
Anyway im sure there Must be a way of setting a timer?
Conclusion
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So this would require:
* 1 new map per Outpost (they can all be the same so no effort required)
* 1 "Outpost Keeper" NPC per Outpost
* OutpostNPC in GT's for teleporting
* Possibly a new command @Outpost which shows which outposts your guild controls
I know your working hard on Endore at the moment, and when its done people will be happy for a while.
I think this would make a good next addition, as it adds some dynamics to the game, its something the players influence.
and once its in game, you dont need to mess about changing drops, or making items.
now i know theres the Greatwall Wars, so why bother doing this?, but to be honest, how often does that happen, and what real benefit does it give? (if its not broken?)
also its not something everybody can take part in... with Outpost Wars, theres alot of them, so even the biggest best guild will have a hard time defending them all.
this also will promote alliances between guilds to take on "the big boys".. i see it as a step towards making it a team game again (as you seem to want.. what with you making bosses so hard)
this is usually something alot of online games have, that i think mir is missing out on, something you have as a guild thats worth working as a team for.
Thoughts/Comments?
ive probably just typed a load of boring bollocks![]()


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