Full interactive Clan/Omni wars... For unified dominance...

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ISAWHIM
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Full interactive Clan/Omni wars... For unified dominance...

Post by ISAWHIM » Thu Jan 31, 2008 7:49 pm

Ok, For a little prelude to this topic...
Feel free to skip to [END OF PRELUDE]...
I will be formatting this to a more "Structured" format soon...
Going to take a few days to make the web-page on my server.

(Please understand that I have little knowledge of the existing operations of how Clans/Omni function here. Though I have seen the recruiters, and some of the creations that relate to these, and have read a little on the matter.)

Ok, This is a huge world, even without the expansions. Though it may seem to perceptually shrink as you get vehicles and become familiar with the terrain. Even still, it is obviously a daunting task for the creators to have to maintain. (Obviously apparent, by the number of "Stuck" spawning creatures, and floating buildings and trees.)

The ability to join a Clan/Omni has advantages that leave Neutrals out in the cold. In reality, those occupational classes would be closer to 1%, while Neutrals would be a greater half of the society. (However, reading the story of AO, You can see that there is a "Situation", which demands a higher percentage of these non-neutral classes. However, there is no justification for having nearly 80% being an occupational class of Clan/Omni.)

One of the things, obviously, that leads to this off-balanced arrangement, is the simple fact that there is no real advantage to being Neutral. (You can fight for both sides, but that is not an advantage, just a way for you to make a better educated decision, before selecting which side you actually want to choose, or choose none. Playing forever with no real purpose, just a mission runner, for pointless missions.)


[END OF PRELUDE]
__________________________________

To explain the title of this post...
Full Interactive = Beyond, "Find enemy, Kill!"
- Interaction from non-occupation players, "Neutrals"
- Interaction through world-modification, (Not editing).
- Interaction VIA Content Creation, "Mission Contracts".
- Interaction VIA Content Control, "Base Shops".
- Interaction VIA Teaming-Allies, "Unified Independence Allegiances".
- Interaction VIA Instruction and Training, "Recruit Center Contracts".
- Interaction VIA Communication, "War Terminals and War Contracts".
- Interaction VIA Physical Creation, "Non-War and War Structures".

Unified Dominance = Structured, Leveled and Rewarded, as a whole.
- Lowest level, (Recruits) have no dominance, get no rewards.
- Hires level, (Loyalists) have slight dominance, get mild rewards.
- Members level, (Clan/Omni Force) have full dominance, get full rewards.
- NEUTRALS... (This makes it interesting...)
- - Neutrals gain mission rewards, based on the missions they choose.
- - Neutrals decisions limit the ability to take opposition contracts.
- - Neutrals that are balanced, have no opposition.

NOTE: Neutral-Balance, limits people who have occupational characters from creating another one as a Neutral, and attempting to gain an advantage by fighting for one occupation only, thus, deceptively having a hidden "Side" that they are fighting for. If separation becomes too great, (Only fighting for one occupation, they have no choice... They must join that side, and become a "Recruit", in order to get more mission contracts.)

Your effort as a "Recruit", when gaining for your individual, are NULL. (You are not a member, you are a recruit, earning loyalty. Your reward is what you gain along the way.)

Your effort as an "Loyalist", when gaining for your sub-dominant team, are minimal. (You have asserted your loyalty, but are still a hire. Your reward is mostly pay.)

Your effort as a "(Clan/Omni) Force", when gaining for your dominant team, are full. (You are part of the occupation, and your goal is to assist your team and occupation, to become the most dominant side.)

NOTE: Unified rewards, limits "Independent" occupational teams from attempting to play "Rogue-Style". You must aide the cause as a whole, to get rewards as a whole. Respectively, every 1 contract you take above you, is 2 you can create below you.
______________________________________

Dominant, (Takes 1 Clan/Omni-Game contract/quest.)
- They can create 2 personal quests. (One by that person, and one by the team.)

Sub-Dominant, (Takes 1 Dominant-Team contract/quest.), or
Sub-Dominant, (Takes 1 Clan/Omni-Game contract/quest.)
- They can create 2 personal quests. (One by that person, and one by the team.)

Non-Dominant Forces, {Working under/with a Sub-Dominant}...
... (Takes 1 Sub-Dominant-Team contract/quest.), or
... (Takes 1 Dominant-Team contract/quest.), or
... (Takes 1 Clan/Omni-Game contract/quest.)

NOTE: Dominant-Team contract/quests are displayed first. Game contract/quests are only there for a backup, to keep the world active. Game contracts/quests are simply created to "Clear" dead-occupations creations from the lands. Like house-cleaning. This keeps the game active and forever expanding, without filling-up full of dead junk.
__________________________________

Being (Clan/Omni) gives you dominance/reward from three sources.
- Occupation (Clan/Omni), from the side most dominant.
- Branch (Dominant Teams), reward to Sub-Dominant and Hires.
- Extension (Sub-Dominant Teams), reward to Hires.
- NOTE: Sub-Dominant/Dominant = Members (Both have respective members.)
__________________________________

As a Dominant-Team, you build your base, setup your perimeter, towers, sensors and ballistics. As a Sub-Dominant-Team, you build OFF-OF a Dominant-Team. (You can switch Dominant-Teams, but it comes at a price. Just choose wisely, or join the opposition, or go back to being a Neutral, if you can't play with others. This is a unified operation, not a YOU operation.)

Now imagine that you can setup entire game-player-populated bases. Within each enclosed area. (Captured or built.) You have a game-controlled mini-army of...
- Wild-life herds, (As your "Food supply" for your army.)
- - {These also, naturally, limit expansion ability.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
- Barracks (Level-matched to team, with appropriate costs.)
- - {This reduces desire to create noob-mixed teams.}
- - {Comes with an "Armory-Shop". For your sales.}
- Clinic (Level-matched to team, as a respawn medic-warehouse.)
- - {Your respawns are always at your team-base, when in team-war.}
- - {This limits your area of influence to your location. No wide spanning.}
- - {Comes with a "Med-Supply-Shop". For your sales.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
- Recruit Office (For new-hires, and allies listings/sign-ups.)
- - {Expands your influence to same-side structures.}
- - {Allies can share some resources. With obvious gains on expansion.}
- Common Market (Source of income, with ability to diversify with allies.)
- - {This gives everyone a reason to be there. Even opposition.}
- - {Comes with four slots, for shop-setup. 3 machines each.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
- Mercenary Terminal (You setup your ROGUE missions here.)
- - {This allows you to use NEUTRALS, to assist your expansion.}
- - {Jobs here are funded by you and your allies. The cost of war!}
- War Terminal (You only fight one battle until it is over, or surrendered.)
- - {Details about the war, rest here. Goals, Maps, Recon details...}
- - {NOTE: You can only hold one war, but you can have many on you!}
- - {This holds YOUR started wars, not your defence info.}
- Defence Terminal (War contracts, and "Activated opposition jobs".)
- - {Once someone holds a war contract on you, you are defence to it.}
- - {Once someone accepts a "Rogue Job", you can counter-act it here.}
- - {Counter measures come at a cost, bribe, double-stock, ignore... etc.}
- PVP Zone Markers (Fighting here is non-war starting. Only opposition.)
- - {Markers must be agreed, and between bordering opposition.}
- - {Markers set "Neutral/Non-Trespass" area.}
- - {Opposition may walk freely here, even with Team-PVP.}
- - {All non-war battles, must be in Team-PVP mode.}
- Home Grid, Private Access (Four destinations from base.)
- - {You can select any target grid destination, at a cost for the link.}
- - {Any grid can be used to take you to your home, with that access.}
- - {Restricted to SAME-SIDE, NEUTRAL, and Non-Expansion areas.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
- Dominant HQ (For those with senior-status, and high dominance.)
- - {Comes with four allies Sub-HQ locations.}
- - {Allies can save and grid-teleport here, from their own grid only.}
- - {Slotted buildings are NOT for "Dominant" use. No teleporting to allies.}
- - {NOTE: Exception is the use of your four slots from your main grid.}
- - {NOTE: You CAN use your allies main grids. As your allies can use yours.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
- Towers (Borders, Scanners, Shields, Anti-Aircraft, Anti-Ground...)
- - {For obvious uses, related to control and expansion.}
- - {Comes with a "Quest-Goal/Dungeon" target.}
__________________________________________________


Ok... So now you have your "Areas of influence", "Sources of income", "Defence control", "Transportation", and "Jobs/Contracts". Whoa, a mini-city!

How do you get money, you sell, you war, you Team-PVP battle.

Rules are simple, for war.
- Wars must be contracted, not just random acts of violence. (Except *)
- If you are in Team-PVP, out of the "Battle-Ground", you are trespassing, if you step on oppositions areas of influence. Opposition may open a war contract. *Your agreement to war, takes place when you enter opposition, in TEAM-KILL-MODE (Team-PVP).
- Being on a "Job/Contract-PVP", is not grounds for war, unless your job/contract is for that oppositions property. *Your agreement to war, takes place only if you have taken a contract/job for the opposition, and have actually reached the destination.
- Neutrals can take your "Job/Contract-Non-PVP" only. *Your agreement to war begins when the NEUTRAL reaches the destination in the contract/job.
- Contracts/Jobs for NEUTRALS can NOT be created for opposition which is currently at war. *Your opposition may open a war contract on you after first contact, which will cancel any contracts/jobs listed, but still allow the contracts/jobs held, to continue operation.
- Contracts/Jobs for Team-PVP or Sole-PVP can ONLY be created for you, and allies to take. *Your opposition must have an existing war contract to create these special contracts/jobs.
____________________________________________________

You only have to PAY for NEUTRALS and NON-ALLIES of the SAME-SIDE. Opposition can not take your contracts/jobs, obviously.

You are paying for the "Rewards" if there is any.

You are also paying for the "Restocking" of the quest-dungeons, so your contractors have loot.

You get a return of all un-looted treasures, (Determined by the game.)

The more difficult the opposition has setup the dungeon, the more it costs you to create the contract. (That adds strategy.)

Like all war, you can bribe the opposition, (Contract creator), by paying them double for the contract. You do not know the contract exists, until it has been started, and reached, by the job-seeker. You are paying for the "Anti-virus", or the "Stolen-technology", or the "Return of sensitive info"... whatever the contract was for. (Reason being... your structure does not collapse, or become vulnerable to the attack they may have been planning to do after the tower/structure was crippled.)

Like war, you can also Double-Down, on your defence, once you learn of the breach. You yourself, or your team/allies may not actually participate, you are paying the game to double the difficulty of the job. The original contract MAY have held accurate info, if they have paid a "Spy" to successfully "Recon/Scout" the item/area in the contract.

Like war, you can ignore the alert, and simply open your standard war-contract, and TRUST that the contracted player fails your prime stocked dungeon. But you don't HAVE to open a war contract...

Types of NEUTRAL or SAME-SIDE, NON-WAR contracts. (Non-war if undetected.)
All these require Spy-like ability...
- Non-vital Recon missions. Photos, Contract lists, Maps, Sales records, Zoning records, Allies lists...
- Vital Scouting missions. Dungeon-stock, Goal-locations, Military-presence, Structure details...

Types of acts of WAR contracts. (Always alerts, and allows contracted war from opposition to be started.)
- Entrance with intent to remove vital info or objects from opposition.
- Entrance with intent to sabotage vital info or objects from opposition.
- Non-entrance opposition PVP trespassing, when holding an opposition contract. (If "Team-Omni B" is not opposition to "Team-Clan 1", but they hold a contract for "Team-Clan 2"... That is NOT grounds for war, by team 1, when team B crosses those grounds in PVP mode, to get to the opposition. They must be YOUR opposition, and be in PVP mode. You may hold a contract, not be in PVP mode, and freely shop in your oppositions area. However, you have to exit the area, to switch into PVP mode, before any actions will be valid for the contract.)

EG, you could not switch-off pvp, enter to your contract destination, then turn on PVP... (You can turn it on, but you will not be in "Contract/Job-PVP" mode... you will just be in PVP mode. It is the passage from a neutral area, into a trespass-zone, that triggers the contract. It is your entrance into the oppositions dungeon, that alerts the opposition of the held-contract. Unless they have successfully spied on your contracts, and know you are coming, then they might have already doubled-down the dungeon, at half the cost.)

There could be limitations on structures, such as "Solo-Only", or "Team-Only", where dungeon stock, and styles would be appropriately matched.

Sub-Dominant allies can only join with Dominant teams.

Non-Dominant allies can assist Sub-Dominants, but can not join them. (They strive to be a Sub-Dominant of their own, or just wish to assist, due to lack of funds.)

Dominant statuses are earned, and purchased, once earned. You need funding to support your war. If your not good at war income, you are not completely dominant, you are still Sub-Dominant. (Dominance is in both areas, Funding and Influence.)

You earn from sales, from conquering, and Team-PVP.
- Sales... Obviously, selling loot.
- Conquering... Your contracts help defeat structures you attempt to dismantle. Once dismantled, you gain their stock fees, what remains upon the balance. (Spy to see which ones are best to dismantle, obviously, the harder ones pay more.)
- Team-PVP, Make bruises, not war! One giant, friendly wager of tug-of-war. What-ever rules work here... not sure about the tier. $30,000 to enter, Winner takes home $50,000 and $10,000 gets split between the dominant hosts. (Dominant team players can not participate. They only do wars, and fund contracts for them and allies.)

Structures are paid monthly, first and last month, and can have an auto-double-down insurance fund. (This allows preservation while away from structure.)

Disabled structures loose all of the last months funds, and any unpaid days for that structures existence.

Unused funds, due to no contracts on that structure, are returned into the double-down insurance fund. (I would imagine that upto 90% could possibly be returned, as the opposition is paying for the restocking of goods, you are only paying for the land and upkeep of life. Thus, having the live-stock will aide in reduced costs, as well as having difficult to reach structures, made possible by allies, and multiple surrounding smaller structures.)

In the end, your wars are your wars... Your SIDES only determine your possible opposition, your allies determine your influence, and ability to assist others of the same SIDES, though you still operate under your individual dominance. (You loose dominance by loosing funds, and control. One failing, allows another to rise. The Dominant structure is still the main goal, as that destroys the allied-HQ's and Grids. No mobility equals poor control. But because the dominants are unity-allied, funding from any source, of the three listed methods, can maintain the structure as a whole.

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ISAWHIM
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Joined: Sat Jan 26, 2008 10:49 pm

Post by ISAWHIM » Thu Jan 31, 2008 9:29 pm

Quick example scenerio...

I have a Dominant-Omni base.
On my base, I have two allies, (Sub-Dominant-Omni) bases.
Together, we have 14 surrounding live-stock farms, 8 shield towers, 1 barracks, 2 markets, 2 grids, 8 ground-defence towers.

The two (Sub-Dominant-Omni) bases, have about 6 allies each. Some are other (Sub-Dominant-Omni) bases, others are just Force-Teams. They have about 500,000 credits a month, (10%) of combined income, paid to me, the (Dominant-Omni) base, and my team.

We hold Team-PVP matches, and have our own shops, for additional income of about 21,000,000 a month.

We have 20 members in the (Dominant-Omni) team, who do 20 Game-Omni contracts/missions, which gives each player the ability to create 1 special contract for our team, and leaves 20 contracts/missions, for the team as a whole, to create. (Team-leaders, which is all 20 members here, can create team-contracts/missions.) Each player also agrees to sacrifice/surrender each of their personal missions, to the team-contracts/missions, for "Bonus Loyalty", points.

We, as a team, create 40 contracts/missions, while we are not in a war we started. (Though we are in war, defending against three Clan opposition team/bases.)

We use 30 of those contracts, to aide in our defence from these three warring neighbors. (Ten contracts each.)
Sample Contracts...
- Cripple Clan {Shield Tower}, by inserting this Level 40 virus into the towers control link. Reward, 100,000 credits. Difficulty Level 40. BONUS: Scouting details... {10 rooms, 15 opponents, 10 containers} [This tower previously had a SPY contract on it, to gain an entrance advantage. The opposition will NOT be able to double-down on this structure, it is locked.] This would lower the defence of the tower by 40 points.

- Destroy Clan {Control Center}, by setting explosive charge on the power generator. Reward, 400,000 credits. Difficulty Level 210. BONUS: Scouting details... {20 rooms, 30 opponents, 10 containers} [This structure previously had a SPY contract on it, to gain an entrance advantage. The opposition will not be able to double-down on this structure, it is locked.] This would destroy linked towers, which would take on hour to restore, once disabled.

- Scout Clan {Contract Terminal}, by hacking the terminal with this Omni-Hacker-Tool. Reward, 30,000 credits. Difficulty Level 10. (You may be attacked once detected. You only have three tries to hack the terminal. You must be able to use a level 40 hacker tool.) [This is a SPY contract. This will reveal information about existing contracts that may exist against MY structures, for an anti-contract, and lock the structure upon selection of the harvested contracts.] This has no immediate gain from the contract, only a prelude to a future anti-contract. Data for contracts expires if not used. This will not reveal all contracts, and only one contract data can be extracted from the hacker-tool, per 10 points of the tool. Maximum of 200 points, or 20 contracts per tool. An anti-contract would allow me to double-down on the creatures, at half the cost, or allow me to destroy the contract, for half the bribe cost.

Those contract types are specific to the structures, and the details of the contracts are determined by the game. (The actual level would not be created until it is entered. Only the attributes of the level creation are revealed, if spyed on.)

We might need those structures defeated, to gain a war advantage, causing the opposition to cancel the war as a defeat, or allowing us to defeat the inner parts of the base, winning the war.

With those structures out of the way, we might be able to expand on that area. (If this is a neighboring area. Otherwise, it might allow an alli, or other team/group to expand here, gaining the whole Omni-Side, additional funds and/or domination.)

Each tower that is crippled, has a greater chance to be defeated. However, since the tower was just raided, there will be less gain for us, by destroying that tower. All the goods were looted, and and the creatures killed. We just payed for the restocking, and would simply gain some of our losses back, with the gains from the "Rent" of the tower.

Spying on a structure, gives details on the contract, and locks it from being doubled-down full of extra protection creatures. However, if the structure has double-down insurance, the SPY report reveals the stock of the doubled-down structure. Any contract against that structure, will be at the cost of the double-down, before the structure is locked.

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ISAWHIM
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Post by ISAWHIM » Sat Feb 02, 2008 7:29 pm

Hierocracy level

Obviously you start as a Neutral, but can sign-up at any recruit-leader in the game, to join the Omni forces, or Clan forces. Nothing changes there.

However, in lieu of your "Status of Loyalty"... The game might want to limit the ability to sign-up for the opposition, or should force you to retire from your chosen profession, if you take-on too many opposition jobs.

Reason being... Great, you signed-up for "Omni forces", however, you continue to take contracts/jobs/quests that are against the "Clan forces" or are completely neutral. (Obviously, you are trying to be a double-agent, or have only joined the "Omni forces" for some personal advantage, or by mistake.) The game would simply auto-resign you, since your loyalty has switched, or you failed to keep a certain level of loyalty that is required to stay in that group.

Nothing odd there... If you are hired to sell Verizon-Cellphones, and all you do for six months, convince everyone that land-lines are cheaper and a better choice... Do you think you are going to stay at that job another six months, after no sales? I don't think-so.

If you don't aide the cause, you are not part of the cause. You should respectively loose your benefits of the cause that you are NOT helping.

Time and actions should both decrease "Loyalty". You can fight for both sides, as a neutral, just that you have to fight for one side more, which causes the "Limitation" of, "You must join the Clan-Force to get any more posted missions. Your name has been black-listed by the Omni-Forces and Neutrals contract holders. They no longer wish to have your services, due to your high level of Loyalty towards the Clan-Forces."

Ok, so you go from Neutral to (Clan/Omni force), by choice or by forced loyalty restrictions.

If your loyalty is already high enough, you may become a (Team-Recruit), the lowest level. You can play with the team, and take team jobs, but your gains are independent, since you are not an official member.

Once your (Clan/Omni-Team-Loyalty) is high enough, you get your name added to a "Hire" list. (You may now be selected to be upgraded to "Loyalist/Hire".) You continue to fight with the team, except now you get a cut of the action, mostly credits, as items are being collected for sale in the markets, by your superiors. (Game controlled rewards, based on the team-creators settings, within limitations.)

Once your (Clan/Omni-Team-Loyalty) is high enough, after being a (Loyalist/Hire), your name gets added to the "Members" list. (You may now be selected to be upgraded to "Member/Force".) You would now become a part of the force. Your gains are mostly yours, but you begin your "Dues", which are paid by taking contracts for your side. You do not actually pay anyone. (Everything is game controlled, based on the team-creators settings, within limitations.)

Once your (Clan/Omni-Team-Loyalty) has maxed, after being a (Member/Force), you may apply for rights to become a team-leader. Team-leaders can stay with the team, to earn bonus loyalty points, and become a team-manager, or they may attempt to start their own team. (You stay employed until you have a following of three or more members, and no more than five. After five, you get game-rejected from the team. You better hope you have what it takes to start that team. This includes funding.)

When parting a team, to start your own team... You have a severance package to help assist your new team. Possibly 100,000,000 credits, which is payed for occupational items only. (Actual credit, not funds.) You get one alli link contract/application. You get the "Towers" and "Base" items unlocked. (However, you may still need a subscription or someone with a subscription, to purchase them for you with real dollars.)

The severance package is to get you started with the lower levels of contracting for your alli's, and self. (You are not automatically an alli of your old team! You must apply to be an alli.) All funds are rationed, and NOT in a lump-sum for spending on your structure. Your expansion must be carefully planned, and your contracts also.

Without dominance, your structures are without a designated location, though it is advisable to stay close to the strongest alli that you join forces with. Relocation is expensive, but possible.

Once you have earned enough dominance, and can pay for the upgraded title, you become a Sub-Dominant, and can physically relocate/join with a Dominant group. Relocation is expensive, but possible.

Once you have earned enough dominance, and can pay for the upgraded title, you become a Dominant, and can create a joinable base, for sub-dominants to physically add to your structures. Relocation is NOT possible, once you select a location to build. (Locations must be zoned to hold a minimum level of physical area. This includes the areas that any sub-dominant structures may occupy.)

NOTE: Your structures MUST be removed from the sub-dominant link-area, in order for a sub-dominant to link to your base. Because of this fact... You may not expand while at war, due to your structures being in operation, and the risk associated with loss of that unexposed slot. Rightfully, if you or your joining team wants this slot bad enough, you could bribe the opposition to cancel the war. Buying yourself a 48 hour treaty, to complete destruction/construction of your new addition.

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