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