I saw a post about something simliar some time ago and i decided to give my thoughts about it in here since it would imo add quite alot of gameplay value: a clan system.
I've met alot of friends in the game, but one thing that bothers me a bit is the following scenario: let's say i am a shadowdancer. I get some good friends in the guild, and we lurk in Graemor quite alot waiting for templars to cross our path. We really don't like templars, and since Graemor is the only place we can finally strike down on them we have to spend alot of time there. This is fine for some weeks until 2/3 of the guild members has reinced and my old allies has become templars.
I would like to see more friendship and loyalty inside the guilds, ofcourse it would be unrealistic for people to stay with the same guild all their life, but you get my point.
I would like to think that a clan system would change some of this. Imagine the same bases as before, but this time me and my friends have the ability to start a clan (all clans would have to be approved and have a fitting background story etc. but more about that later), we would have a leader, member ranks, and so on. The rules of the clan are set in the background story that is handed over to the wizard/apprentice.
Here comes the more interesting part: the leader of the clan would have the ability to make alliances and start wars with other clans. This would allow a restricted player killing theme. The no playerkilling rules would still be strictly used outside the clans, if you choose not to be in a clan (or a peacefull clan that just likes to have hunting partys together) you will not be in any danger.
For a war to get valid both the clan leaders must agree to enter a war, if this is not accomplished no player killing would be allowed. A valid reason for starting a clan war could be if a clan of templars raid Graemor and kill the shadowdancer leaders. I know that it would really annoy me if i were a shadowdancer. With todays system this would go pretty unnoticed wich feels very bad, especially from a roleplaying point of view.
Clans would in this way also be a part of the world history, clan wars/ending of conflicts would be announced as game-info or in a clan-channel. Some clans would gain reputation as nice clans, while some would be feared and shunned.
In a later state clan buildings would also be a way to try and fix the "problem" with housing. Each clan would pay an amount of money for a building in wich they would pay another amount of money per room (max one room per member or something controlled) they want. This could be sleeping rooms with a chest for each player etc.
Each clan would have it's own economy, a bank account that the leader has access to beside his own, how the clan gets it's money or spends it is up to them. Maybe they charge a weekly fee from it's members, maybe they want a percent of the loot, or maybe it doesnt cost anything to be a member. All this has to be included in the application form.
Another thing that i've heard some people whine about is the lack of titles. A clan system like this would also increase the amount of unique titles since each clan would have it's own set.
Ofcourse there are alot of things that would have to be set in an controlled enviroment, poeple can't just spit out clans. It would have to cost an amount of money, have a good theme that fits into icesus etc.
And yes, time is allways a problem
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but it might be worth it if people gain something from it? I would really like to hear your point of view on this idea.
As a last thing i would like to offer a helping hand in quest creation and such things if that is possible. I'm an educated software engineer so i figure i would get into the coding rather fast. If that seems fair enough, feel free to contact me
![Smile :)](./images/smilies/icon_smile.gif)
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ouch, this post got too long..