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Gang warfare can be simply explained as fighting between [[gangs]] which occurs on a 15x15 square map. Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory. | Gang warfare can be simply explained as fighting between [[gangs]] which occurs on a 15x15 square map. Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory. | ||
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==Colorblind Support== | ==Colorblind Support== |
Revision as of 18:33, 22 August 2009
What: A feature of Legacy. |
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Why: To create a more realistic gangster feel; has been suggested several times in the past, as a way to make gang membership more meaningful. Also it is lots of fun. |
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More Info: Much more info in the "gang codex" book, in your gang library. |
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Gang warfare can be simply explained as fighting between gangs which occurs on a 15x15 square map. Each gang has a headquarters and any member of a certain gang has the ability to conquer and control territory.
Contents
Colorblind Support
Found in Options, Legacy offers support for those that are colorblind. Just use the drop down menu to enable, or disable this feature. Make sure to hit "Save Changes" at the bottom after changing this option. Below is what each gangs squares look like, with this feature enabled.
Territory
Players can take territory by staying on any square adjacent to one owned by their gang. If it is a neutral square (not owned by anyone), the control percentage for the person's own gang will rise. If it is owned by an enemy gang, that gang's control percentage will drop. The rate of change is determined by the number of players and guards on the square. Once a gang's percentage reaches 50%, they then 'own' that square, and it will change to the gang's color. Sitting on your own territory will cause your percentage to rise (it will not exceed 100%).
Exposure
Due to the toxic atmosphere in the wasteland, a player's time there is limited. Every minute spent within the wasteland, his/her exposure to toxicity rises by 1%. Once a player's exposure reaches 100%, they collapse and are taken back to the hive. They then must wait until their exposure drops down to a reasonable level (90% or less) before returning. To recover, a player must spend 2 minutes per percent outside the Wastelands. Exposure drops 1% every 2 minutes in the Hive.
Fatigue
In addition to exposure, fatigue is another factor that weighs down on you in the wastelands, although in a different way. For every person you kill in the wastelands, you gain a fatigue point, which decreases your total stats at the following increments: 5%, 10%, 20%, 40%, 60%, and 90%. You lose one fatigue point every even minute tick, such as XX:02 and XX:04. This makes for a much more competitive experience, as Avatars on -6 Fatigue have to wait 12 minute's until they're back to normal strength. Before the Fatigue system was introduced a Fully Equipped Avatar could come into a square and wipe out everybody there, whereas now after six kills the persons Fatigue would put the person to the strength of a lvl 15-20, who, of course, could easily kill said Avatar.
Guards
Guards are similar to hunting NPCs, except they do not give XP, and must be cleared from a square to gain control, or destroy a building upon the square they were on. Guards keep an eye over gang territory for the councils, although they are controlled completely by AI. They redistribute themselves hourly, finding the most vulnerable areas to guard. Guards have different levels, with 85 on HQ - 80,60,40,20 fanning out from deployed HQ, and 70,50,30,10 fanning out from undeployed HQ. In basic, the further from the HQ, the weaker they are.
Headquarters
Headquarters are the base of operations; every gang has its own. When entering the wasteland, a player will begin at his/her gang's headquarters. According to Zorg's blog (Dec. 13th 2006), gang council will be able to move the gang headquarters by first undeploying them, then controlling their direction (move north, west, etc). Deploying headquarters will take one full day, as will undeploying.
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Structures
Structures are purchased and built by gangs, and can be "attacked" by enemy gang members. This happens automatically as its housing square is taken. Stuctures cost Gang Points and metal to build, and power to stay active. These are the current structures available.
Objectives
Objective are what the gangs fight over, there have been many objectives and more still to come. Here is a list of the objectives that have been made for the Wastelands. Not all objectives have, or ever will appear on one map. This is just a list of the ones that have been made.
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Field Hospital | |
Allows the controlling gang members to heal 24 hours a day without having to wait for the hospital to open. | |
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Upgrade Shop | |
Sells various weapon upgrades to members of the controlling gang. | |
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Alien Artifact | |
Can be used once per day, when activated this artifact can protect your gang members, granting them +10% armor for one hour. | |
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Prototype ERS | |
Can be used once per day to clear your whole gang of fatigue and exposure. Has a 25% chance to malfunction removing all gangs exposure. Using it requires your gang has 150 spare power. | |
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Radar Jammer | |
Can be used once per day when activated it blocks out the overview from all four gangs. Also stops the building of structures. | |
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Neutral Square | |
This objective cannot be captured, it allows phasing by any gang and counts as one of your squares to all adjacent. | |
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Objective Error
Objective Error is what you get when you try to enter an objective but it does not allow you to enter because your headquarters is to close to the objective. Here is a guide below which shows you where the objective is and how many squares away your Headquarters has to be to enable you to use it.
Warfare Points
Warfare points can be earned in a number of ways, such as helping take over an enemy square, helping increase your gang's control of a given square, defeating enemy players and guards, and destroying enemy buildings. These points can be donated to the gang to build structures and can be used to buy warfare rewards from the Gang Shop. Note: Guards must be within 5 levels to gains points. (Also see Warfare Shop)
Warfare Scoring
The Oct 2008 - Dec 2008 map was the first to have recorded points (The points system was created by Deeg). Note:You only get points when the building(s) are online and the gang HQ has sufficient power. This is the layout of the points system.
Points | Description |
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+10 points: | Control of a Square |
+20 points: | Square + Power Station |
+20 points: | Square + Metal Refinery |
+15 points: | Square + Defense Turret |
+50 points: | Square + Barracks |
+20 points: | Square + Beacon |
+25 points: | Square + Deployed HQ |
+15 points: | Square + Undeployed HQ |
+200 points: | Square + Objective |
Results
Zorg was pleased by the results of the points system by Deeg, and as a result there was, and will be no changes to it. The following is all of the results using the said points system.
2nd : Blade of Dawn 1,249,615 points 3rd : Outcasts 750,155 points 4th : Chapter 630,090 points |
2nd Place: Outcasts - 1,468,060 points 3rd Place: Chapter - 679,740 points 4th Place: Blade of Dawn - 593,420 points |
2nd Place: Chapter - 1'333'825 points 3rd Place: Outcasts - 1'193'775 points 4th Place: Blade of Dawn - 624'855 points |
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WTF Mode
WTF Mode was the name given to a fun pre-reset map, it consists of a 9x9 grid with the gang HQ's in each corner and a neutral square in the center. WTF mode has been done on two occasion. The first was the transition from the first WL map (February 2007 - October 2008) to the second (October to December 2008) and before the second WL reset which was (October to December 2008) to (January to March 2009). To the left is a screenshot of the first WTF mode map (click to enlarge), a screenshot for the second one is N/A.
Warfare Maps
The following is a view of all of the Wasteland Maps that have been used.
South-West Wastelands [Current Map]
[Map 1.1][Round 1] - (February 2007 - October 2008)
The first map released by Zorg. This map has 47 of the 255 squares inaccessible, due to obstacles.
[Map 1.2][Round 5] - (July 2009 - September 2009)
The first map released, with a change made to it to accomidate some balence issues, the change was a bridge connecting the two islands at the top . This map has 48 of the 255 squares inaccessible, due to obstacles
South-East Wastelands
[Map 2][Round 2] - (October to December 2008)
In 2008, A vote was held after a few Wasteland Conventions (Wastecon's) in Online Chat. Everyone agreed to a Wasteland reset every 3 months, on the first reset in October 2008 Zorg released this new map. This map has 35 of the 255 squares inaccessible, due to obstacles. This maps main feature was the "Avatar Playground" in the lower area, as only Avatars could get down there.
North-East Wastelands
[Map 3][Round 3]- (January to March 2009)
January 2009, Zorg reset and released the third WL map. This map has feature a winter theme and randomized melting ice to the east, and west. This map has 52 of the 255 squares inaccessible, when unfrozen, and 28 of the 255 squares inaccessible when frozen.
North-West Wastelands
[Map 4][Round 4] - (April - June 2009)
The April reset brought us the equal playground map, all four gang in a fixed position with an even number of buildable squares around them, with one objective in the center. This map has 56 of the 255 squares inaccessible, due to obstacles.