From Legacy Wiki
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
Player Controls
Upon entering the wasteland, players can use the arrow buttons on the sides of the minimap to move in four directions (North, East, South or West). Statistics such as gang control, structures built, and players in the area are shown to the right of the minimap. Below is a small chat area, which relays various messages in addition to player chat. Messages entered in this box are only received by those on the same square.
Along with the basic controls, there are also commands. Commands do many different things, and some even require getting and finishing a certain ability. Below is a full list of commands in the Wasteland. In Update 1.7.00, Zorg released a tool in Settings meaning you could set the wasteland chat to your preference.
/who | Display a list of fellow gang members in the wasteland. | N/A |
/me <action> [Ex. /me whacks Scott] | Emote system for pretending to perform actions. | N/A |
/whisper <person> <message> [Ex. /whisper Scott what?] OR /w | Send private message to fellow gang member. | N/A |
/reply OR /r | Send private message to the last person who whispered you. | N/A |
/beaconlist | Lists all your gangs current beacons and their numbers. | Phase Shifter |
/shift | Phase shifts to one of your gangs beacon structures. | Phase Shifter |
/alert <x,y> [Ex. /alert 5,12] | Sends an alert that a square is being attacked to your gang. | Rank 11+ |
/glance | See what guards and players are in a square next to you. | Glancing |
/phase <x,y> OR <person> [Ex. /phase 5,12 OR /phase Scott] | Phase to a gang member or location in the wasteland. | Astral Phasing |
/summon <person> [Ex. /summon Scott] | Offer to summon a friendly player, they must then /accept | Astral Summoning |
/blast | Allows you to blast an enemy building | Astral Blast |
/radiance | Makes you invulnerable to damage for 60 seconds, movement cancels the effect. | Radiance |
/scan | Allows you to scan the square you are on to find hidden or cloaked enemies. | Scan Area |
/hide | Makes you invisible to all but friendly gang members, movement cancels the effect or you can cancel it by typing /hide again. | Hide |
/cloak | Same as above only you retain the ability to move, drains focus while active. | Cloak |
/track <person> | Allows you to determine if someone is in the wasteland and which direction they are from your current location. | Basic Tracker |
/shadow <person> | Used after a player phases, shifts or accepts a summon from your current location to try and sense their destination. | Phase Shadowing |
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.
Warfare Abilities
For a full view, or a more in-depth view of abilities please see the Abilities page.
Radiance | Allows you to use '/radiance' in the wasteland to make yourself invulnerable to damage for a minute. Requires a minimum of 40 focus but will empty your focus bar. Cannot attack, move or use any other abilities while active. Leaving the wasteland finishes the ability early. |
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Glancing | Allows you to use '/glance' in the wasteland to see adjacent squares. |
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Engineer | You count for double when determining repair rate of a structure in the wasteland. |
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Presence | You count for double when determining capture rate of a square in the wasteland. |
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Astral Phasing | Allows you to '/phase' to friendly or neutral squares for 5 points of focus per square. Cost decreases to 1 point per square at max level. |
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Astral Summoning | Allows you to use '/summon' in the wasteland to summon friendly players to you. Costs 5 points of focus per square decreasing down to 2 points at max level. |
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Astral Blast | Allows you to '/blast' enemy buildings for 5 to 10 damage per skill level at a cost of 60 focus. Structure must be next to one of your squares. |
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Basic Tracker | Allows you to use '/track' for 5 focus and determine if someone is in the wasteland and which direction they are from your current location. Can be used while cloaked. |
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Ether Attunement | Will display a warning if someone attempts to shadow you. |
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Minds Eye | Enhances your '/who' command to show members from all gangs although you will only see coordinates of friendly players. |
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Phase Shadowing | Allows you to use '/shadow' for 30 focus after a player phases, shifts or accepts a summon from your current location to try and sense their destination. Chance of success is 20% increasing by +20% with each level. Still may fail against avatars with temporal phasing. Can be used while cloaked. |
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Temporal Phasing | Enhances your phase ability to have a 50% resistance to shadowing. Also gives you a new phase message and lets you phase while cloaked. |
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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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Warfare 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. 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.
In Zorg's blog on October 1st 2009, Zorg had this to say about the parking of a Gang's HQ in an objectives red zone. "Also I'm well aware of gangs parking their HQs in an objectives red zone to farm points. This remains a valid tactic for this round if being able to use the objective is of no interest to you. However, January onwards having your HQ in any red zone will result in negative points greater than that you would get for even controlling the objective. I have no objections to this strategy being used and it is an imaginative loop hole in the points system. But it does negate the point of having red zones and it will be fixed come January."
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 |
2nd Place: Dark Flame - 1'397'070 points 3rd Place: Outcasts - 1'187'680 points 4th Place: Blade of Dawn - 1'086'720 points |
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 occasions so far. 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
[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 [Current Map]
[Map 2][Round 2] - (October to December 2008), [Round 6] - (October to December 2009)
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. This map was also used in round 6.
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.
Starting Postions / Objective Postions
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1 (Feb 2007 - Oct 2008) | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | N/A |
2 (Oct - Dec 2008) | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? |
3 (Jan - Mar 2009) | ?,? | ?,? | ?,? | ?,? | 8,1 (ERS) | 2,8 (Jammer) | 15,8 (Artifact) | N/A |
4 (Apr - Jun 2009) | ?,? | ?,? | ?,? | ?,? | 8,8 (Hospital) | N/A | N/A | N/A |
5 (Jul 2009 - Sep 2009) | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | N/A |
6 (Oct - Dec 2009) | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? |
7 (Jan - Mar 2010) | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? | ?,? |