Difference between revisions of "MRPG PvP"

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==Base PvP==
 
==Base PvP==
Players will be allowed to enter dedicated PvP 'clubs', found in every city, where PvP is permisible and players can show off their skills in pitched one-on-one or group combat. As soon as a player exists a PvP area, they can no longer be attacked by other players.
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Players will be allowed to enter dedicated PvP 'clubs', found in every city, where PvP is permisible and players can show off their skills in pitched one-on-one or group combat. As soon as a player exists a PvP area, they can no longer be attacked by other players. Players may use consumables in this mode and play as though they were in an actual battle. In this system, players will actually be able to "[[MRPG Death|kill]] each other.
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Another aspect of PvP is basic dueling. A duel can happen anywhere and any time. Players may not use consumables, and hit points/spell points will be restored to their previous levels when the duel is over.
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Nothing from either mode is to be tracked, these are about fun or testing. Pvp in these modes are not balanced between class and are not part of any kind of competition system. There will be no ranks, rewards, or recongnition of any kind made for PvP in this mode.  
  
 
==Bounty System==
 
==Bounty System==
The Bounty System is an opt-in form of all-world PvP. Players who have opted into the system are able to post bounties on each other, collect trophies, etc, by hunting each other down and PvP-murdering each others faces.
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The Bounty System is an opt-in form of all-world PvP. Players who have opted into the system are able to post bounties on each other, collect trophies, etc, by hunting each other down and PvP-murdering each others faces. This can happen in any non-instanced environment. Hence, players are save inside dungeons or anywhere that is considered instanced. They can be killed in towns, in the wilderness, even in their own homes if these homes are non-instanced.
  
 
If a player has NOT selected to join the bounty-system, they cannot post or take bounties, its an all-or-nothing system. Those inside are able to place a bounty on the head of anyone else inside, for any reason, of any amount.
 
If a player has NOT selected to join the bounty-system, they cannot post or take bounties, its an all-or-nothing system. Those inside are able to place a bounty on the head of anyone else inside, for any reason, of any amount.
  
 
Bounty is paid out at the time of the posting, by the poster(E.G.: they wish to post a 500 gold bounty, they must pay 500 gold immediately). When another players takes the bounty(kills whomever the bounty was on) they receive that gold, less the warden's cut(probably 20%).  
 
Bounty is paid out at the time of the posting, by the poster(E.G.: they wish to post a 500 gold bounty, they must pay 500 gold immediately). When another players takes the bounty(kills whomever the bounty was on) they receive that gold, less the warden's cut(probably 20%).  
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The purpose of the bounty system is more about stalking and tracking, basically a giant game of hide-and-go-seek, hence the classes still need not be balanced as the huntee can always choose to run away. Public leaders boards will show who's had the most bounties placed on him, who's taken the most, and who's actually been killed the most.
  
 
===Trophies===
 
===Trophies===
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===Flagging===
 
===Flagging===
 
There is no way to tell from examining a player directly whether or not they are involved in the bounty system. Instead, players will have to check for the name within the system itself.
 
There is no way to tell from examining a player directly whether or not they are involved in the bounty system. Instead, players will have to check for the name within the system itself.
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Players wishing to flag will have to visit a special NPC found only in [[MRPG Sun's Beacon]]. While bounty stations where players can set or collect bounties will be found in every town, only the head warden in Sun's Beacon can let a player in or out of the system. Entrance is free, but in order to opt-out of the system, players will have to pay a fee.
  
 
==Guild-on-Guild==
 
==Guild-on-Guild==
Guilds will be allowed to arrange pitched battles with other guilds. This will typically require setting a time and place that both parties agree upon. An NPC moderator will be employed, stakes established, and the moderator holding and deeds or items the guilds are engaged in battle over.
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The mainstay of [[Mage Wars RPG]] player-verses-player combat will revolve around a massive system of guild-on-guild battles, taking place in the air, using [[MRPG SkyShips|SkyShips]]. This can involve multiple guilds, alliances, etc. These battles will usually be arranged well in advance and both parties must agree on the time and location. Battles can be set up for any reason, for fun, for gambling purposes, or even just for the pride of it. No matter the reason, a token some of minimum 1,000 gold must be antied by each guild. Players can also bet items, deeds to land, anything that can be traded between players. An NPC moderator will be employed, stakes established, and the moderator holding and deeds or items the guilds are engaged in battle over.
  
 
This type of combat can further be expanded into organized tournaments in which guilds battle each other in skyships, and even multi-guild on multi-guild teams, with battles including hundreds of even thousands of players.
 
This type of combat can further be expanded into organized tournaments in which guilds battle each other in skyships, and even multi-guild on multi-guild teams, with battles including hundreds of even thousands of players.
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===Modes===
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There two mods of battle for this sort of pvpv: direct ship-on-ship or ship-to-ship. The difference is key: in SoS combat, only the skyships battle it out. In StS, the ships are joined by an army of players riding flying mounts.
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====Ship-On-Ship===
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In a ship-on-ship(SoS) fight, roughly five players handle actually flying the ship, while others man the guns and other weapons. They battle another skyship in a dogfight, the winner is the last one flying.
  
 
===Equalizers===
 
===Equalizers===

Revision as of 03:28, 11 February 2013

The PVP system in Mage Wars RPG will be focused mainly around the use of SkyShips, or guild airships, for guild-on-guild combat. The large ships, combined with fleets of players on flying mounts, should make for a very exciting experience.

Base PvP

Players will be allowed to enter dedicated PvP 'clubs', found in every city, where PvP is permisible and players can show off their skills in pitched one-on-one or group combat. As soon as a player exists a PvP area, they can no longer be attacked by other players. Players may use consumables in this mode and play as though they were in an actual battle. In this system, players will actually be able to "kill each other.

Another aspect of PvP is basic dueling. A duel can happen anywhere and any time. Players may not use consumables, and hit points/spell points will be restored to their previous levels when the duel is over.

Nothing from either mode is to be tracked, these are about fun or testing. Pvp in these modes are not balanced between class and are not part of any kind of competition system. There will be no ranks, rewards, or recongnition of any kind made for PvP in this mode.

Bounty System

The Bounty System is an opt-in form of all-world PvP. Players who have opted into the system are able to post bounties on each other, collect trophies, etc, by hunting each other down and PvP-murdering each others faces. This can happen in any non-instanced environment. Hence, players are save inside dungeons or anywhere that is considered instanced. They can be killed in towns, in the wilderness, even in their own homes if these homes are non-instanced.

If a player has NOT selected to join the bounty-system, they cannot post or take bounties, its an all-or-nothing system. Those inside are able to place a bounty on the head of anyone else inside, for any reason, of any amount.

Bounty is paid out at the time of the posting, by the poster(E.G.: they wish to post a 500 gold bounty, they must pay 500 gold immediately). When another players takes the bounty(kills whomever the bounty was on) they receive that gold, less the warden's cut(probably 20%).

The purpose of the bounty system is more about stalking and tracking, basically a giant game of hide-and-go-seek, hence the classes still need not be balanced as the huntee can always choose to run away. Public leaders boards will show who's had the most bounties placed on him, who's taken the most, and who's actually been killed the most.

Trophies

Players will not be able to loot any items from the bodies of bounty-victims. Instead, they will be able to take "trophies" based on the size of the bounty. Anything from an ear for a small bounty up to the head. The item is then a unique named-item the player can display in their home or carry in their inventory, the name will be "The [body part] of [player name]"

Trophies are not bound-to-character and can be freely sold or traded.

The trophy level will vary according to the global amount of gold available on the server. More gold means bigger bounties to get bigger trophies.

NPC Bounties

NPCs are not immune to the bounty-system, however players cannot set bounties on them. Many quest and dungeon bosses will have bounties on them, players participating in the system will be able to take these bounties and collect special trophies. NPCs, however, give out extra experience points instead of gold, but the trophies themselves can be sold for a little extra cash.

Flagging

There is no way to tell from examining a player directly whether or not they are involved in the bounty system. Instead, players will have to check for the name within the system itself.

Players wishing to flag will have to visit a special NPC found only in MRPG Sun's Beacon. While bounty stations where players can set or collect bounties will be found in every town, only the head warden in Sun's Beacon can let a player in or out of the system. Entrance is free, but in order to opt-out of the system, players will have to pay a fee.

Guild-on-Guild

The mainstay of Mage Wars RPG player-verses-player combat will revolve around a massive system of guild-on-guild battles, taking place in the air, using SkyShips. This can involve multiple guilds, alliances, etc. These battles will usually be arranged well in advance and both parties must agree on the time and location. Battles can be set up for any reason, for fun, for gambling purposes, or even just for the pride of it. No matter the reason, a token some of minimum 1,000 gold must be antied by each guild. Players can also bet items, deeds to land, anything that can be traded between players. An NPC moderator will be employed, stakes established, and the moderator holding and deeds or items the guilds are engaged in battle over.

This type of combat can further be expanded into organized tournaments in which guilds battle each other in skyships, and even multi-guild on multi-guild teams, with battles including hundreds of even thousands of players.

Modes

There two mods of battle for this sort of pvpv: direct ship-on-ship or ship-to-ship. The difference is key: in SoS combat, only the skyships battle it out. In StS, the ships are joined by an army of players riding flying mounts.

=Ship-On-Ship

In a ship-on-ship(SoS) fight, roughly five players handle actually flying the ship, while others man the guns and other weapons. They battle another skyship in a dogfight, the winner is the last one flying.

Equalizers

Some method will have to be put into place to stop extremly high-level players from completely dominating this kind of combat. One obvious solution is to avoid the creation of obvious 'PvP-spec' characters and items.

See Also: