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Event Strategy...Pls help this work for all.

Posted: Wed Nov 24, 2004 4:01 pm
by morzyr
Any one with some major military training out there, and careing to teach us some ground rules in the art of war.?

This would help many in the case of a event/invasion i think.
If you know what you should do then the calls come.


1. Where to meet and how proceed.
2. Who to listen to and so on….
Etc etc.

And not to do the in the big group.
1. Don’t be hero and run in front of your guide and kill all 100 players.
2. Don’t stop and wait and and chat.this you can do else time.
Etc etc…..



As im not a player of many words I will let you do the rest.


Tyrisha of R.O.A

Re: Event Strategy...Pls help this work for all.

Posted: Fri Nov 26, 2004 6:57 pm
by hugorune
I think this is where the guilds come in. In random groups there is a lack of coordination because people don't necessarily listen to others, let alone follow instructions. Staying in guild groups means there is already a leadership element and the team members are used to following instructions from the officers. I found in my last MMO that guild quest runs were much quicker, more successful and had no problems, whereas public ones always had one or two people trying to get ahead and rush through without following instructions, jeopardising both their own and the teams safety.

Army units may take part in the same battle but they are coordinated under chains of command. A Para will take his instructions from his CO, a Marine from his. The Generals will get the units working together through the officers of each unit, not leave it to chaotic discussion or random actions of the troops. We homins need similar organisation and discipline to prevail in battle.

With the groups under guild leadership, the leaders of each team are the ones that should be doing the talking. With so many people together the chat channels can get hectic so perhaps only the leaders of each team should use around/region chat. Other players can still talk within their guild/team, in private tells and Teamspeak if they need to.

Strategies will vary depending on the situation but it's down to the leaders to formulate a plan and work together to achieve the goal. In situations where we are called upon to defend places the leaders will have to decide how many are left as defenders and how many will intercept the attackers and what levels. In offensive situations do you hit hard and fast with everyone, or send in waves of lower levels to soften up the defenders followed by high levels to steam in and finish off the job? Are there landscape features that could be used to our advantage - nearby water, a narrow pass that a melee wall could block? Lots of things to consider, but better to have a dozen people deciding rather than 100. Ordinary team members can chip in ideas/opinions through their team leader.

As we get more used to working together this way natural leaders will emerge, the people that formulate the good plans and hold the teams together. The ones who can't work with others and break from the agreed plan will fall by the wayside. The natural leaders may in time be viewed as Generals leading our great Homin armies to victory!