User blog comment:EvilhariboMadness/New Event?!/@comment-10353303-20151217030610

Some suggestions and comments I thought up of:

1. Potential names could be:

Fist of the Primordials, The First Sons, The Elder Resurrection, I'll think of some more xD

2. Perhaps the potential existence of the group at the end of the event could be uncertain as opposed to there being a fixed outcome as it is now? What I mean is that depending on the actions of the characters involved, the group has an equally large chance of perhaps being still intact at the end of the event. This also eliminates the need for a group vote to be used. If people want the group to be available, they best get to work RPing their hearts out if they want it to survive! However, this brings up the issue of whether it will then be opened up to the general wiki population for application, or if it will be purely admin/staff-controlled. However I'll concede this suggestion if it is argued that it will be too much for the staff team to handle (as it'll require constant monitoring and supervision to keep users interested) and/or that opening it up for application to the general user base will spread the number of people in Camp and BC thin.

3. Connecting to the previous point, although obvious, the outcome of obtaining objectives during the event could be more "fluid". This means that it's not always a guarantee that event objectives for Camp or the BC will be achieved. For example, one team forgets to find a certain object during an earlier expedition and because of it, they are unable to obtain another item, during another quest, crucial to defeating this demi-Titan group. In short, Camp/BC doesn't have to necessarily win.

4. On the issue of spying, whether it is the demi-Titan group spying on the BC/Camp or vice versa, I suggest that if spying is to occur, the following system allowing for the eventual identification of the spy is to be implemented. This is a very early draft of an idea but it would work something like this. Since no one is human, these spies must make up a minimum of 3-5 mistakes which give certain clues as to their true allegiance. These clues may or may not be done with the discretion of the user (but it can also be monitored by the staff to ensure that the clue is sufficiently revealing).

5. On the issue of naval warfare. To give an account of naval warfare in the ancient world:

During the age of the Greeks, the most common tactic of the day was to ram a ship until it literally broke apart. Apart from this, other methods would be incapacitating a ship by using the bow of your ship and running your ship parallel to the enemy ship so as to clip and destroy its oars, and boarding enemy ships. This being said, as we are in the modern age of the Greeks, we have things such as flying triremes and as a result, naval combat will take on an aerial aspect.

Since this is the case, I'd suggest a dual system for naval combat. The first of these systems will be the strategic plane from which users on both sides of the conflict confer before moving their ships in an arrangement quite similar to checkers/chess. This is a really rough idea so future rules can be sketched out later. It'll be on a game board similar to a chess board. Each ship will contain somewhere between 3-6 "Marines" who will are the soldiers. Each team will start with 2-3 ships. The strategic field will operate on a turn based system, with each side being able to move 1 ship in any direction (they can only move one tile per turn) in a fashion similar to checkers. These ships can be moved to any part of the board and an engagement occurs when at least two ships (one from each side) come into contact (they're in adjacent tiles). When these ships are in adjacent tiles, you have the option of engaging the enemy or not engaging them. Engaging a ship will take the involved combatants to the tactical system, which I'll explain. If you choose not to engage the enemy ship, the turns keep going as normal. You can have multiple ships engage one ships so it is in the teams' best interest to pick their battles wisely. In the case where there are multiple ships engaging multiple ships, the battle will be split into multiple smaller battles, with groups from each team battling each other until one team is victorious (ex. four ships engage - 2 from each team - 2v2 --> 1v1 --> one side wins). As for the tactical system, all it is is a series of fights until one team's ship is the winner.