Forum Discussion
8 years ago
My guild v guild suggestion is a space battle, with no assigned match times but rather a system that gives you the ability to start matchmaking when it's convenient for you. Something like this:
1) Guild starts matchmaking
2) Match achieved, battle in 1 hour
3) Phase 1 begins. Guild starships send out boarding parties. Members choose whether to attack a defending team. Any units lost on either side are permanent losses for the battle (lose GK in boarding party, you don't have him later).
4) Members also choose what locations to repel boarders from on their own ship, and what squad to use there.
5) Both sides may also launch a starfighter squadron. Starfighters dogfight (think space battle on auto) while boarding actions happen. The victor of the dogfight will assault the enemy ship
6) The officers of the guild have control over starship systems. Shields, turbolaser banks, and anti-starfighter lasers, as well as engines. These systems can have power distributed between them ranging from 400% power to one, to 100% on each. Turbolasers steadily attack the enemy shields and armor. Lasers diminish starfighter runs that attack. Shields protect against damage. And engines provide maneuverability and a chance to evade some damage.
7) Boarding parties that are victorious against defenders of their system can temporarily disable that system. While the immediate effects of that are obvious (no turbo = no damage to my ship), the power can be redirected by officers to other areas. In addition, officers can issue an order to fix a system. If the attacker left their squad there, a battle will ensue with a PvE squad, upgradable over time for its owners. If not, the system will be repaired in a set amount of time.
8) Attackers may also attempt to breach the reactor. Doing so successfully will cause total system loss to the ship. This is still repairable, but obviously has bigger ramifications. Reaching the defenders of this system will require a progression of fights against upgradable PvE teams that will cause lasting damage to attackers.
9) Officers may direct turbolaser fire at certain other systems, including shields, turbolasers, and the bridge. Any system destroyed this way will be lost for the remainder of the battle. A bridge loss will prevent further issuing of orders from officers.
10) After either side loses their starship, the battle is over.
Ideally, this would be worked out in a way similar to raids in top guilds, where there is an agreed upon time to start the battles, and everyone makes it.
1) Guild starts matchmaking
2) Match achieved, battle in 1 hour
3) Phase 1 begins. Guild starships send out boarding parties. Members choose whether to attack a defending team. Any units lost on either side are permanent losses for the battle (lose GK in boarding party, you don't have him later).
4) Members also choose what locations to repel boarders from on their own ship, and what squad to use there.
5) Both sides may also launch a starfighter squadron. Starfighters dogfight (think space battle on auto) while boarding actions happen. The victor of the dogfight will assault the enemy ship
6) The officers of the guild have control over starship systems. Shields, turbolaser banks, and anti-starfighter lasers, as well as engines. These systems can have power distributed between them ranging from 400% power to one, to 100% on each. Turbolasers steadily attack the enemy shields and armor. Lasers diminish starfighter runs that attack. Shields protect against damage. And engines provide maneuverability and a chance to evade some damage.
7) Boarding parties that are victorious against defenders of their system can temporarily disable that system. While the immediate effects of that are obvious (no turbo = no damage to my ship), the power can be redirected by officers to other areas. In addition, officers can issue an order to fix a system. If the attacker left their squad there, a battle will ensue with a PvE squad, upgradable over time for its owners. If not, the system will be repaired in a set amount of time.
8) Attackers may also attempt to breach the reactor. Doing so successfully will cause total system loss to the ship. This is still repairable, but obviously has bigger ramifications. Reaching the defenders of this system will require a progression of fights against upgradable PvE teams that will cause lasting damage to attackers.
9) Officers may direct turbolaser fire at certain other systems, including shields, turbolasers, and the bridge. Any system destroyed this way will be lost for the remainder of the battle. A bridge loss will prevent further issuing of orders from officers.
10) After either side loses their starship, the battle is over.
Ideally, this would be worked out in a way similar to raids in top guilds, where there is an agreed upon time to start the battles, and everyone makes it.
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