Clan System

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apex
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Clan System

Post by apex »

Restating this idea cuz i stuck it in the wrong forum before:

I've been reading through numerous debates about PK issues and Stealing uncertainties. I think that Player-Run clans could be the answer.

A) Player run clans would offer a new level of RP and grouping to the MUD.
B) WARS have not yet been concievable because of the problem of those NOT wishing to be involved.. but Join an aggressive clan and you can war with others (consentually) and noone gets mixed up that doesn't want to. (woudn't work with city-city or guild-guild)
C) Also some form of stealing/looting could be worked into clan system
D) Clans could be personalized, to war or not, whom to war with, (alignments), to allow stealing or not, etc.
E) A clan system would be an infinitely expandable expansion to the MUD.

PROBLEMS i've seen: If the clans were to get too carried away, it would hurt the mud, in my opinion, so maybe some limit as to number of clans, and clan size, or whatnot (though many would probably not be interested in clans as such)

(and for additional safety, perhaps in certain cities (Vaerlon) and areas all clan hostilities would be neutralized)

I've been pushing this idea a while.. and i think it'd be great:)
lemme know what you all think
khade
Supporting Member 2013
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Post by khade »

if there is looting, the looter gets 1 item or maybe 2
apex
Posts: 182
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Location: OOO ESSS AYYY

Post by apex »

<points to General board>
Guess chatter from there didn't transfer over here well enough
<shrug>
<points to General board>
seryn
Supporting Member 2009
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Post by seryn »

Two topics on this, so not really sure which one I should be posting to, but it seems to me that clans of a sort are exactly what Icesus needs to spruce up current events. Instead of clans that randomly exist without much connection to the game world other than a pile of corpses, how about a chance for us players to get into the running of the world in which we live. Each of the 3+ cities could have some rp-loving players holding various government positions and arguing with their counterparts in other cities. Then when they step on each others toes a bit too much, in come the pk-obsessed players who have signed up for their favorite city's armed forces. Most of this could be done just by a group of players agreeing to it, although an actual system set up would be a lot better. Not sure if this is anything like what you meant by clans, but it gives the rp people a chance to rp and the pk people a chance to pk, and doesn't make the world any stranger than it already is. So what do you think?
apex
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Joined: Fri Apr 02, 2004 01:17 am
Location: OOO ESSS AYYY

Post by apex »

Sorry for the spam, i'm moving this from General board.. its relaly meant to be here. Here's prettym uch everything else i've written here

There has been a LOT of discussion about player-killing recently, and IMHO, a player-run clan system could be a GREAT way to further enhance the game, adding another level, while still maintaining balance.

Rather than guilds/cities going to war (making PKing ok, and involving those that don't wish to be involved), we could reserve the wars for the clans. Anyone WISHING to participate in PK wars could just join a clan. Clans could be city-affiliated, adding that level to gameplay too.

I do think that if clans became to dominant, it WOULD hinder Icesus, but i think, as with everything else, a BALANCED clan system would be VERY fun, and would answer a few problems, while causing few on its own:)


idles wrote:



What would be the point of these clans? Benefits? Penalties?[/quote]

I tried to explain point of clan in my first post-

I think it would benifit overall gameplay by offering a conduit for all the mad-PKer's rage. Those that keep whining about a "War" could have it, between clans.

Having clans would add a new level of gameplay to Icesus, because they're player-run and maintained, this could be done with little extra-work for the already overworked(from what i gather) coders (once things are started up). It allows the clan system to evolve on its own, and constantly meet new needs.

Clans could serve ANY number of purposes. From simply giving a bunch of friends a place to call their own (albeit an expensive one) to establishing a means to have little wars and skirmishes.

a clan system would allow incidents and such to be resolved in a realistic, and fun way.

In order for it to work successfuly, however, I think the majority of Icesus needs to be non-affiliated.. or at least half and half.. but from what i gather a lot of individuals aren't interested in war etc.

ALSO I think a clan system would be a great environment and means for stronger for brotherhood among RACES. This is prevelent in a few guilds now, but not in the complexity it could be with a clan system.

I

And some further explanation... By my idea of the clan system, a "clan at war" didn't just mean the clan leader decided.. oh lets kill people now, and pking everyone in sight.
I more envisioned a set "Challenge/accept" situation, where a clan leader would some how use an item etc, that would formally challenge another clan, in which the leader of the other clan would have to consent in order for a "war like status" to occur (in which pk rules (between the TWO clans), nether effects, and such consequences are cancelled, etc.)

So this system wouldn't be just a free pass for PKing, and wouldn't be 10 clans ganging up on 1 (unless the 1 consented)



I've put a lot of thought into this, a LOT a lot... and I would (personally) really enjoy a system like this...



Further developing the idea still....

Basic structural ideas for the clan system:

Universal "clanhalls" which can be bought and placed(or perhaps pre-placed and just rented) (limited number available, and expensive.- (one per player can be bought).

In the clan halls there will be an item (a totem, a pedestel, something like that) which will have vested in it all commands needed to run the clan. Only a clan leader will be able to use it, and it will have commands such as "invite x player, remove x player, warn x clan, declare war on x clan, accept x treaty/challenge, beg truce on x clan*, set x player's clan title to y, set hall desc as x(one use))

this item will BE the clan system, also , on a maybe of clanhall items are donation/voting boxes, and some sort of cabinet, etc. for a war situation*.

*In clan war declaring war, both clans, declarer and declaree must consent. In a clan begging for treaty (peace), both clans CAN be consentual but woudl not have to be. a 24 hour (etc) waiting period would be instilled for the requested clan to accept, after which the clans would go to peace status anyway. (this way clans can quit war right away if they want, but a clan couldn't pull a cheapshot attack, then jump out of the war real quick).

Also, 1 room in the clanhall in which only clan memebers could enter.

An idea for incentive to go to war: (and perhaps a goal of such).

Upon the killing of a clan leader (by a clan at war with the clan leader's clan), a cabinet or such would open, or a room would open within the clanhall, in which an item (or mob) would then be exposed. Killing this mob/taking the item could lead to the banishment of the clan for a set period (48 hours or such), and possibly a reward for the victorious clan.


Also, keep in mind clans wouldn't be solely used for war.. other uses as well, but i'm still thinking about any modifications clan halls might need in order to support this.

ALSO ALSO, i'm thinking of some way rank within the clan could be rewarded (giving a reason to want to achieve rank). obviously exp, or money is out of the question (the idea is to keep the clan from effecting the outside icesus as much as possible).

-Apex

Please help with suggestions here
apex
Posts: 182
Joined: Fri Apr 02, 2004 01:17 am
Location: OOO ESSS AYYY

Post by apex »

Sorry for the spam, i'm moving this from General board.. its relaly meant to be here. Here's prettym uch everything else i've written here

There has been a LOT of discussion about player-killing recently, and IMHO, a player-run clan system could be a GREAT way to further enhance the game, adding another level, while still maintaining balance.

Rather than guilds/cities going to war (making PKing ok, and involving those that don't wish to be involved), we could reserve the wars for the clans. Anyone WISHING to participate in PK wars could just join a clan. Clans could be city-affiliated, adding that level to gameplay too.

I do think that if clans became to dominant, it WOULD hinder Icesus, but i think, as with everything else, a BALANCED clan system would be VERY fun, and would answer a few problems, while causing few on its own:)


idles wrote:



What would be the point of these clans? Benefits? Penalties?[/quote]

I tried to explain point of clan in my first post-

I think it would benifit overall gameplay by offering a conduit for all the mad-PKer's rage. Those that keep whining about a "War" could have it, between clans.

Having clans would add a new level of gameplay to Icesus, because they're player-run and maintained, this could be done with little extra-work for the already overworked(from what i gather) coders (once things are started up). It allows the clan system to evolve on its own, and constantly meet new needs.

Clans could serve ANY number of purposes. From simply giving a bunch of friends a place to call their own (albeit an expensive one) to establishing a means to have little wars and skirmishes.

a clan system would allow incidents and such to be resolved in a realistic, and fun way.

In order for it to work successfuly, however, I think the majority of Icesus needs to be non-affiliated.. or at least half and half.. but from what i gather a lot of individuals aren't interested in war etc.

ALSO I think a clan system would be a great environment and means for stronger for brotherhood among RACES. This is prevelent in a few guilds now, but not in the complexity it could be with a clan system.

I

And some further explanation... By my idea of the clan system, a "clan at war" didn't just mean the clan leader decided.. oh lets kill people now, and pking everyone in sight.
I more envisioned a set "Challenge/accept" situation, where a clan leader would some how use an item etc, that would formally challenge another clan, in which the leader of the other clan would have to consent in order for a "war like status" to occur (in which pk rules (between the TWO clans), nether effects, and such consequences are cancelled, etc.)

So this system wouldn't be just a free pass for PKing, and wouldn't be 10 clans ganging up on 1 (unless the 1 consented)



I've put a lot of thought into this, a LOT a lot... and I would (personally) really enjoy a system like this...



Further developing the idea still....

Basic structural ideas for the clan system:

Universal "clanhalls" which can be bought and placed(or perhaps pre-placed and just rented) (limited number available, and expensive.- (one per player can be bought).

In the clan halls there will be an item (a totem, a pedestel, something like that) which will have vested in it all commands needed to run the clan. Only a clan leader will be able to use it, and it will have commands such as "invite x player, remove x player, warn x clan, declare war on x clan, accept x treaty/challenge, beg truce on x clan*, set x player's clan title to y, set hall desc as x(one use))

this item will BE the clan system, also , on a maybe of clanhall items are donation/voting boxes, and some sort of cabinet, etc. for a war situation*.

*In clan war declaring war, both clans, declarer and declaree must consent. In a clan begging for treaty (peace), both clans CAN be consentual but woudl not have to be. a 24 hour (etc) waiting period would be instilled for the requested clan to accept, after which the clans would go to peace status anyway. (this way clans can quit war right away if they want, but a clan couldn't pull a cheapshot attack, then jump out of the war real quick).

Also, 1 room in the clanhall in which only clan memebers could enter.

An idea for incentive to go to war: (and perhaps a goal of such).

Upon the killing of a clan leader (by a clan at war with the clan leader's clan), a cabinet or such would open, or a room would open within the clanhall, in which an item (or mob) would then be exposed. Killing this mob/taking the item could lead to the banishment of the clan for a set period (48 hours or such), and possibly a reward for the victorious clan.


Also, keep in mind clans wouldn't be solely used for war.. other uses as well, but i'm still thinking about any modifications clan halls might need in order to support this.

ALSO ALSO, i'm thinking of some way rank within the clan could be rewarded (giving a reason to want to achieve rank). obviously exp, or money is out of the question (the idea is to keep the clan from effecting the outside icesus as much as possible).

-Apex

Please help with suggestions here
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moraq
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Post by moraq »

There could be put some time limit that if the clan leader is not on for several days someone would take his place, first as a 'vice-leader' and then if leader continues staying away this could lead to electing a new leader ie. voting among clan members or if theres some 'rank-title' among clan the highest would take.
sondarn
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Joined: Mon May 31, 2004 14:49 pm

Post by sondarn »

couple of minor points :

- Agree with Seryn here. If clans exist without a connection as to how Icesus evolves, it sounds like another arena, but with negative effects if one loses.

- Setting min. required exp. you need to join would mean a lot of players can't join a guild yet.

- Clan's could be democratic and after a certain period the clan leader should be re-elected. Thus ensuring that some highbie joins a clan to start pk and doesn't care what happens to the rest of his clan. In the same vein, every joining member should be approved and be "punished" if acting against the clan by the clan leader.

- clan quests with misrobo's broker idea ?

- All in all, I'll support any idea that's bound to deliver more rp. And this sounds good.
apex
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Location: OOO ESSS AYYY

Post by apex »

sondarn wrote:couple of minor points :

- Agree with Seryn here. If clans exist without a connection as to how Icesus evolves, it sounds like another arena, but with negative effects if one loses.

- Setting min. required exp. you need to join would mean a lot of players can't join a guild yet.

- Clan's could be democratic and after a certain period the clan leader should be re-elected. Thus ensuring that some highbie joins a clan to start pk and doesn't care what happens to the rest of his clan. In the same vein, every joining member should be approved and be "punished" if acting against the clan by the clan leader.

- clan quests with misrobo's broker idea ?

- All in all, I'll support any idea that's bound to deliver more rp. And this sounds good.

I alluded to a "Voting booth" It's my idea that every memeber would be given rank, and would vote regularly (every week or so) on clan leader. this way A) "clan leader" could just be ranking member on at the time (as far as war-games are concerned.. this doesn't apply to inviting members and such or actually declaring war), and i figure that higher rank=more highly weighted votes.. etc.. (gives incentives to gain rank)

This democratic system would add to part of why creating a clan for non-war purposes would be interesting.


ALSO there would be no need for min exp, unless demanded by the clan leader (or any charter made with the beginning of the clan.). Thats the great thing about the clan system i've been thinking up.. its incredibly flexible.. anyone who wanted to could probably find SOME place within the system, because the system would be so diverse.. because players are the ones making/running the clans


and As far as the Clan leader becoming a target... My idea was that only under special "war" status would the circumstances of the normal world be changed. so ONLY if one clan that was CONSENTUALLY in a war with another consenting clan attacked the clan leader, would it be legal in the game, or would nether effects, such other penalties not be imposed. So no outside players could use it as an excuse.

And the clan system itself would stand alone, but the players would make the connections to icesus. Founding a clan with purpose of protecting a city, or harboring a race.. etc.



-Apex
sondarn
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Joined: Mon May 31, 2004 14:49 pm

Post by sondarn »

For your last point : What would you propose as penalty if a clan fails to live up to it ideals ?
apex
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Post by apex »

Which ideals?

If you're referring to the "cause" or charter a clan establishes.. why have a penalty? they're only hurting themselves...

The idea is for clans to be usable by those that want to pk.. just for that.. those that want to rp.. just for that, and those that want to just have fun in a clan-like system... just for that... its meant to be very versatile, and so that one system can be used in any manner, or any combination of manners, as the clan chooses. if someone doesn't want to live up to the rp side, and just wants to do the wargames.. so be it.

no penalties.. except maybe people woulnd't join the clan....
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