PVP Pratice Guild FBSO

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PVP Pratice Guild FBSO

Postby lkatana » Fri Aug 12, 2016 2:08 pm

I know many of you have seen me playing on a strange guild at pas events
This char in the FBSO guild is the guild leader of a special guild i made for the practice of PVP
FBSO is "Flying By The Seat Of Our Pants"

The function of this guild is to give PAS members the experience of True pvp practice with out the risk.
One of the problems with PVP practice is internal guild practice does not work the same as truly fighting a red
in fel things like RC and Ev's will not track or attack another member of the same guild in many cases.

Now how this will work
FBSO will go to war with another guild also controlled by us
It will probably not be the main PAS stone but Possibly with the KMGR stone
the KMGR stone is the recruit guild for KMG its the same function as the PAR guild
Which these 2 guilds are also allied.
Players wanting to participate in the PVP practice would then place their char in one of these 2 guilds for the event

We will then go to a location for the practice most likely a tramel location to prevent out side interference and there practice war games.
Games will include things like
capture the bag ball
capture and hold.
king of the mountain
Champ spawn raiding
Champ spawn defending
and so on.......

Now how war guilds work is the enemy team players will show up as orange to the other team and will be freely attachable the same as a red from an apposing guild in fel.

The rules will be the same as internal guild pvp or slightly modified to accommodate the event.
Looting will not be permitted or will be limited to only bandages, potions, reagents.
or in the event of capture the bag ball the ball will be the only item that can be looted.

Events
Capture the bag ball
This will probably be and event in T2A each side will have a base where the bag ball will be placed.
each ball will died a different color.
the teams will have 1 non combatant blue on each side to keep score
Points will be earned when the apposing sides bag ball is brought to their base and placed on the ground next to their bag ball
the game will pause for a second and the blue non combatant will carry the bag ball back to the base it belongs to and return to the base they are assigned and play will resume
A point can only be gotten when both bag balls are on the ground in the capturing base.
if your bag ball is gone from your base you will have to kill the carrier and then bring it back to your base.

Capture and hold.

There will be a total of 3-5 bases to capture and hold.
each team will have a starting base that will not count as one of the bases
any team player inside the main base is in a safe zone and cant be attacked.
to win you have to have at least 1 person from the team at one of the capture bases standing in the screen with the bag ball that marks the base.
there will be a noncombatant at each base watching the clock the game will last 15 minutes each round and which ever team held the bases for their side the longest will win.
ie
team 1 held base 1 for 5 min and base 2 for 7 min and base 3 for 1 min total of 13 min
and
team 2 held base 3 for 8 min and base 2 for 6 min and base 1 for 0 min total of 14 min
team 2 will win

then the teams switch to the opposite base and we do another 15 min round
we will do 3 rounds and which ever side has the highest total hold time wins the games.

King of the mountain.

This will be a location with only 1 way in to the center area maybe 2 at the most.
this will be a 2 part event with the time of 20 min each.
we will have a non combatant keeping track of time
team 1 will defend the mountain and team 2 will attack
if all of team 1 is defeated they will have 3 min to get rezed and try and take it back if they cant then they lose
then both teams will be allowed a short break to get bodies and restock then switch sides.
Game winner will be what ever side held the mountain the longest

Champ Spawn Event
This will be the same as any other champ spawn.
but in tram rule set
we will make 2 teams and then do high roll
who ever wins the high roll will go start a champ spawn.
they will get a 10 min head start.
in that time they will have to chose a spawn and start working it.
then when the 10 min is over team 2 will have to send out scouts and try and find the CS team 1 is doing.
once located they will have to raid it and try to complete it.
if it cant be completed by either side in 40 min or so we will pause and chose to call it a draw or not and then either abandon it or team up to finish it together.

After the event
We may do a prize give away where there will be a total prize amount of prizes so that every player gets a prize as well as time keepers the winning team players will get first pick in the order of of the roll then the other team will get to do their picks.

events where it was a draw if we do a prize give away we will do normal rolling.
now when it comes to the play we may also look at players that dont want to do pvp part of this If this is the case then they will be dived up and put on a team at random where they will act as healers for that team.
or as wandering healers some where in the middle of the battle field.
or if in a champ spawn as spawn workers.

now as for the war part of this
when it comes to joining these 2 warring guilds it will be a temporary joining once the event is over all players (minus the guild leaders) will leave the guild and go back to their original guilds in the case if my guild goes to war with the main PAS stone then all players other then my guild leader will be removed at the end of the event.
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lkatana
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