Mentioned many a time but worthy of revival imo
- Select a club in dt for each organisation preferably some distance from an available HL (clubs have both office and recreational floors by and large so are versatile buildings)
- Install in the club a security force passive to the relevent org, comprise this of team patchers and riflemen around level 55 cover entrance hallways and roof area's with this group. (possibly adjust level and number in line with a census of the relative org populations - taken at each reset?)
- install an outward bound only HL within the club or on its roof - (allows strike forces to be sent out accross the city, changes of LO, marketplace etc a practical reason for hangiing out there etc)
- Site 3 rich data nodes within each base accessible only by the two rival orgs (nodes equate to plundring information at an rp level and in gameplay terms need to be rich enough to encourage regular sieges) - nodes should have a slow recovery rate to discourage regualr zergs holding court.
- A luggable object that effectively restricts the richness of these datanodes when present (ie stealing the luggable subsequently makes the bases more attractive as the rewards are bigger....the luggable is an object organisation should then be keen to keep hold of - maybe a datanode siphon slowly taking the exp and $i into nowhere?)
- Allow offices to be 'rented' by factions at a rate of $100mil per month, renting an office allows a logo and some faction specific text to be placed on the board and in pictures around etc (bitmaps supplied by the players for possible submission, an area to establish some identity, a reason to regularly grind for money etc)
Feasible I believe using tools and code we have already seen implemented in the game and covering most areas a rp'er or a pvp'er might ask for?....though I would like to concieve of a method of 'inviting' a rival org member for a visit and later a holding cell with an npc within which relates to a team contact mission to rescue Mrblahblah etc?





