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AESIR'S MOST WANTED
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PARTIES & GUILDS
blurb here
FORMING A PARTY
Since traveling can be dangerous, you might find it highly worthwhile to form a party. Parties may be short term one time operations or extensions/chapters of larger entities (Guilds). They are highly informal groupings, and to form a party, 2 to 5 people agree to work together while electing a "Party Leader". The Party Leader must create a "Party Formation" thread in the Parties subforum here, listing the party's members and locations. A singular party must have at least 2 members at all times and a maximum of 5 members (including yourself).
FORMING A GUILD
While the benefits of parties may be viewed as short term, guilds encompass a wider range of benefits outside of battles and universal travel. To form a Guild 5 - 15 members agree and elect a "Guild Leader". The Guild Leader creates a "Guild formation" thread within the parties and guilds sub forum, listing the Guild's members and locations. A single guild must have at least 5 members at all times and a maximum of 15 members (including yourself).
PROS & CONS
The benefits of Party and guild membership are well worth the downsides and costs and can be explained briefly below:
Parties:
Positive: Party members may band together and create hideouts, meeting places, or training centers from or within buildings or ships known as "Havens".
Positive: Party members may band together in battle against a common target member, member party, NPC or NPC Party.
Positive: All party members automatically operate and function as crew members of any 1 selected ship within a party members inventory. Crew member positions still required.
Positive: If you encounter an enemy while traveling, the whole party doesn't have to be present to a battle.
Negative: If Person X in a party is battling, the whole party cannot move until the object Person X is battling is defeated. This doesn't necessarily mean that Person X must defeat the object him or herself.
Negative: EXP & AP is equally divided among the party for various purposes.
Guilds:
Positive: Guild members may band together and create hideouts, meeting places, or training centers from or within buildings or ships known as "Havens".
Positive: Guild members may accumulate funds which are only accessible to Guild leaders.
Positive: High level "Havens" only available to guilds that allow item storage, transportation, and training benefits.
Positive: Guild members are interchangeable between any parties that form within the guild and exchanges do not affect party formation legality. (travel times still apply and factor accordingly)
Negative: Guild members that are banned or leave may not return to the same guild within a 2 month zone of departure.
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