Category talk:Clans

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Options for clan implementation - please discuss and/or vote.

To vote for one of the ideas, simply add #*# ~~~ to the Votes line. To make a comment on an idea, add it to the discussion section. To add another idea, stick it at the end of the list.

  1. Clans could be a free text field and to join a clan you simply enter the correct text into the box in your profile.
    • Leadership to be decided internally amongst the clan members.
    • Votes:
      1. Daylan
  2. Make a skill that must be acquired before you can setup a new clan e.g. Clan Leadership
    • Anyone without the skill will be presented with a drop-down list of existing clans that they can join.
    • Anyone with the skill can either join an existing clan (just as a member) or can start a new clan.
    • Clan leader can exclude characters from the clan (or remove the exclusion)
    • Votes:
      1. Simon
      2. Lint
      3. One of many doctors
      4. danheretic 20:35, 18 February 2006 (GMT)
  3. Anyone can create a new clan similar to option 1.
    • First member automatically gains leadership status
    • There would be specific options available to the clan leader such as exclusions, as per option 2.
    • Votes:
      1. Bungalow Bill

Further Discussion

Option 1

  • The free text field is probably the easiest clan method to design and use (it's incredibly straight-forward). But in my experience with Urban Dead, there are people joining that you don't necessarily want in your clan. And there are supposedly people claiming to be in a clan and doing unclanly things. Still the simplicity of the design makes it appealing. --Lint 21:17, 16 February 2006 (GMT)

Option 2

  • The skill option sounds like a nice alternative because it establishes someone that is experienced with the game as a leader and someone their recruits can rely on for guidance. Alternatively, you could present the ability to create a clan as a semi-rare item or a quest prize. This method would put a sizeable limit to the amount of clans (as not everyone is initially capable of making a clan) to possibly make it more manageable for the server. --Lint 21:17, 16 February 2006 (GMT)
  • Continually expelling people may become a burden for the leader - there should be an option to make a clan unlisted from the menu. In order for an unlisted clan to grow, invites would be issued out by viewing the profile pages of others and clicking a 'Invite' button. And I guess, ultimately continually expelling invites may be a burden on a player - there should be an option to unlist themselves if they prefer being alone. --Lint 21:17, 16 February 2006 (GMT)
  • Rather than unlisting yourself from receiving invites, the invites could just be on a separate page linked from your profile and if you chose to ignore them then that's up to you. Doing it this way I could add a 'decline all' button to click once in a while. --Simon 21:51, 16 February 2006 (GMT)
  • An issue with Urban Dead skills & XP is that once you've bought all the skills available, there's not much to strive for. I'm all for semi-"fluff" skills which would be purchased by those with a serious interest in RP within the game, and this seems like a candidate for that type of skill, since it doesn't confer an in-game bonus. --danheretic 20:38, 18 February 2006 (GMT)

Option 3

  • If you don't like any of the public clans or want to start one with a bunch of friends that just started, you're kind of stuck in option 2. This third option takes the best of both worlds - straight-forward and ingame leadership. I see a downside in how all the "good" clan names are easily taken and held by semi-active players. I've played a game where this method was used to establish temporary parties, but the disposable nature conflicts with my beliefs as to what a clan should be. --Lint 21:17, 16 February 2006 (GMT)
  • This method definitely works in some games, possibly with the addition of a level restriction on making a clan. Obviously, that wouldn't want to be too high, especially if it's implemented for joining clans: that would be one of the best ways for a newbie (like me!) to learn the game and get help... MorkaisChosen 11:17, 17 February 2006 (GMT)

Questions

  • Do clans consist of Natives and Outsiders? Or only one type?
    • Simon: Doesn't matter as far as coding is concerned. It would make sense to only have one or the other in a clan, except that you could recruit 'spies' from the other type.
  • Would it prove too much of a burden on the server if we were able to view an automatically generated clan roster repeatedly through the day?
    • Simon: Perhaps when we reach Urban Dead numbers of players. If it's too much, I could always generate static copies a couple of times daily.
  • Will alliances and enemies be something that we can manage ingame, or is that better suited for the wiki?
    • Simon: Probably better suited to the wiki.
  • Would it be possible to assign titles / ranks to members, or is this something else that should be maintained on the wiki?
    • Simon: I might be persuaded to add titles or ranks in-game. It would probably make sense to have them there since I don't know that everyone uses the wiki.
  • Would it be possible to assign leadership powers (accept, expel) to members that are not the leader? The benefits of this would enable a clan to continue to live if a leader is not active for a length of time. (Of course, they may be better off making another clan if it is for a large amount of time.)
    • Simon: This has been thought of although not documented here. I should be able to add some kind of joint leadership system if required.
  • Will there be a limit to the clan size? (I.E. a minimum size to be recognized) --One of many doctors 22:59, 16 February 2006 (GMT)
    • Simon: Umm, how about a size of 2. A leader and a follower.
  • Roleplaying point only - I can see the name 'clan' for Natives. Could we not go with 'Guild' or something for Outsiders? Dunno if this even has any bearing on the above discussion. --Meatiershower 04:36, 19 February 2006 (GMT)