Difference between revisions of "Category talk:Clans"
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# 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. | ||
#* Leadership to be decided internally amongst the clan members. | #* Leadership to be decided internally amongst the clan members. | ||
− | #* Votes: | + | #* Votes:#*# [[User:Daylan|Daylan]] |
# Make a skill that must be acquired before you can setup a new clan e.g. '''Clan Leadership''' | # 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 without the skill will be presented with a drop-down list of existing clans that they can join. |
Revision as of 10:01, 17 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:#*# Daylan
- 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:
- 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)
- 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)
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?
- 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.