Difference between revisions of "Category talk:Clans"
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Options for clan implementation - please discuss and/or vote. | Options for clan implementation - please discuss and/or vote. | ||
− | To vote for one of the ideas, simply add <nowiki>~~~</nowiki> to the Votes line. To make a comment on an idea, add it | + | To vote for one of the ideas, simply add <nowiki>#*# ~~~</nowiki> 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. |
# Clans could be a free text field and to join a clan you simply enter the correct text into the box in your profile. | # Clans could be a free text field and to join a clan you simply enter the correct text into the box in your profile. | ||
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#* Anyone with the skill can either join an existing clan (just as a member) or can start a new clan. | #* 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) | #* Clan leader can exclude characters from the clan (or remove the exclusion) | ||
− | #* Votes: [[User:Simon|Simon]] | + | #* Votes: |
+ | #*# [[User:Simon|Simon]] | ||
+ | #*# [[User:Lint|Lint]] | ||
# Anyone can create a new clan similar to option 1. | # Anyone can create a new clan similar to option 1. | ||
#* First member automatically gains leadership status | #* First member automatically gains leadership status | ||
#* There would be specific options available to the clan leader such as exclusions, as per option 2. | #* There would be specific options available to the clan leader such as exclusions, as per option 2. | ||
#* Votes: | #* Votes: | ||
+ | |||
+ | ==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. --[[User:Lint|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. --[[User:Lint|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. --[[User:Lint|Lint]] 21:17, 16 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. --[[User:Lint|Lint]] 21:17, 16 February 2006 (GMT) | ||
+ | |||
+ | |||
+ | ---- | ||
+ | |||
+ | ===Questions=== | ||
+ | *Do clans consist of Natives and Outsiders? Or only one 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? | ||
+ | *Will alliances and enemies be something that we can manage ingame, or is that better suited for the wiki? | ||
+ | *Would it be possible to assign titles / ranks to members, or is this something else that should be maintained on 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.) |
Revision as of 21:17, 16 February 2006
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.
- 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:
- Make a skill that must be acquired before you can setup a new clan e.g. Clan Leadership
- 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:
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)
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)
Questions
- Do clans consist of Natives and Outsiders? Or only one 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?
- Will alliances and enemies be something that we can manage ingame, or is that better suited for the wiki?
- Would it be possible to assign titles / ranks to members, or is this something else that should be maintained on 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.)