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 <<O>>  Difference Topic TheClans (r1.27 - 16 Nov 2004 - FantoM)
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    • Auto partying doesn't necessarily preclude leaving the party and joining another one. I'm still not sure I'm in favour.. I see partying as a short-term thing, "5 of us in a room decide to go prod buttock", it's not a clanish thing. -- FantoM - 15 Nov 2004

 <<O>>  Difference Topic TheClans (r1.26 - 15 Nov 2004 - FreD)
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    • I'm against this. Clans and Party is two quite different things. Even if enemies might have to form partys for some reason or another, there could be disputes inside the clan that keeps people from wanting to party togeather. Other options? -- FreD - 15 Nov 2004

 <<O>>  Difference Topic TheClans (r1.25 - 15 Nov 2004 - FreD)
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  • Clans should, and will be, able to change and add to a progressive TG (hi)story.

 <<O>>  Difference Topic TheClans (r1.24 - 15 Nov 2004 - ProdigY)
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  • Standard clan objects must be light and not hold any permanent AC. A clan should choose whether it wants to take an armour placement spot to identify itself (clan shield), although any protection will come from magical or alchemical forces.
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  • Standard clan objects must be lightweight and not hold any permanent special features. A clan should choose whether it wants to take an armour placement spot to identify itself (clan shield), although any protection will come from magical or alchemical forces applied to the object and will not remain on the object for it's entire life.
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    • Note Combat halted isn't the same as running away and being in a position to be hunted. Perhaps through combat halting commands (calm/aislin) of death, or course. Also, non attack rooms halt combat.
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    • Note Combat halted isn't the same as running away and being in a position to be hunted. Perhaps through combat halting commands (calm/aislin) or death, of course. Also, non attack rooms halt combat.
    • Clan halls may be given a safe room - probably as a feature to the room used for clan boards. This could be used by members which wish to not participate in the fighting, as well as protecting a member which is making a post at the time.
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Traders/vendors In the form of stalls and stores, to sell items of which profit-fee will go to the clan. May also buy goods, can be run by clan members, lootable.
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Traders/vendors In the form of stalls and stores, to sell items of which profit minus fee will go to the clan. May also buy goods, can be run by clan members, lootable.

 <<O>>  Difference Topic TheClans (r1.23 - 15 Nov 2004 - ProdigY)
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  • Clans flanked as being "under attack" (This could be defined by a hostile attack on a clan hall or perhaps PK members from 2 clans initiating combat) are then free to combat each other with all members from both clans PK until hostility is over (all combat is halted in one way or another)
    • Note Combat halted isn't the same as running away and being in a position to be hunted. Perhaps through combat halting commands (calm/aislin) of death, or course. Also, non attack rooms halt combat.

 <<O>>  Difference Topic TheClans (r1.22 - 15 Nov 2004 - LuCid)
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HOLY SHIT, THIS KICKS ASS! Haha. This section got a major face-lift with loads of additional ideas. I haven't read it all yet, but all of the things mentioned in the chart made the clans sound amazing. And i liked the idea about choosing a clan shield (Wearing: a Pictish Shield). So perhaps you can choose that your clan would be best suited with having the inate abilities of having an AC item. Or perhaps some would choose to have a light source (Wearing: a Pictish sash (glowing)) *Note, that in this case, the sash can be WORN. In the current game, we are only able to carry it. Which is bizarre.* -- LuCid - 15 Nov 2004


 <<O>>  Difference Topic TheClans (r1.21 - 15 Nov 2004 - ProdigY)
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Trainers Teach new commands to members, find new commands. Commands area stealable and never will be only accessible by one clan. Other clans may gain access to trainers after invading clan hall, and learn commands or buy trainer's services for a higher fee. Experienced and good trainers will go almost by reputation, and would be worth trying to get on your side.
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Trainers Teach new commands to members, find new commands. Commands are stealable and never will be only accessible by one clan. Other clans may gain access to trainers after invading clan hall, and learn commands or buy trainer's services for a higher fee. Experienced and good trainers will go almost by reputation, and would be worth trying to get on your side.

 <<O>>  Difference Topic TheClans (r1.20 - 14 Nov 2004 - ProdigY)
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Death or resulting leave of an active clan to be passed on to highest ranked (active?) member. This will not include a clan closing of bankruptcy, if it were to exist, and I'm sure many more reasons.

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Death or resulting leave of an active clan to be passed on to highest ranked (active?) member. This will not include a clan closing of bankruptcy or abuse, if it were to exist, and I'm sure many more reasons.

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  1. A clan hall will never be unbreakable - any player should be able to find exploit weak points in security to access the hall (if skilled/experienced/determined enough). The clan hall itself may be hidden, but must be findable by anybody, without cheeky abstract syntaxes.
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  1. A clan hall will never be unbreakable - any player should be able to find exploit weak points in security to access the hall (if skilled/experienced/determined enough). The clan hall itself may be hidden, but must be findable by anybody, without cheeky abstract syntaxes. If guard's are hired, they will do so until killed or payment stops. Once dead, a guard must be replaced.
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Altough this is an interesting part of clans, I don't like the idea of a clanhall being a PK testing zone - why bother being PK otherwise? I wonder if an appropriate fix may be to have clanPK deaths as stat loss, and thus whether PK or not, you risk the loss of your life if caught inside an enemies hall.

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Altough this is an interesting part of clans, I don't like the idea of a clanhall being a PK testing zone - why bother being PK otherwise? This may not be a problem in gameplay, but it would make PK rather redundant.

I wonder if an appropriate fix may be to have clanPK deaths as stat loss, and thus whether PK or not, you risk the loss of your life if caught inside an enemies hall.

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Clans may also hire mercenaries to fight for them.

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    • Items - Traps and other such items for all that fun clan defense(/atacking).

 <<O>>  Difference Topic TheClans (r1.19 - 13 Nov 2004 - ProdigY)
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m_clan
Provides support for clan actions and combat, including partying.
clan_d
Collect data for clans use in:
    1. Proposals
    2. Clans
    3. Members
    4. Ranks
    5. Clan halls - access rights ect
    6. Intrusion
m_clanroom
Support for clan hall decoration and rearrangement, ect. I believe the best way to do this would be to read the .o files of an object into the module and display it correctly into the room, but any advances are welcome. This would, I assume, need a small daemon to keep track of things.
m_furniture
Works in unison with m_clanroom to generate appropriate rooms, the module will gather data for specific items which will then be used.
tools
I can forsee a tool being needed to create clan objects, if we get this far (past the previous two) then I don't think it'll be difficult.
objects
Sash, test furniture, test rooms, boards, develop clan boxes/stores, npc's, ect.
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  • Daemon:
    • Track proposals, ranks, clans and members. Track variable relations such as access grants into the clan hall and intruders.
  • Module:
    • Clan office - Standardising clan offices for players to propose and gain building permission. Other such commands as gaining new clanobjects.
    • Clan commands - Extending from players to support combat and partying members, standard commands such as using the chat line.
    • Clan hall - A base room for generating descriptions and items from purchased object furniture without stacking up physical objects. Moving and placing furniture will be available within the room.
    • Furnishing - Base object used to gather data for clan halls. The type of furniture is irrelevant.
    • Aid - Standard trading NPC's which may provide a service for a fee.
    • Clan stores/boxes/banks - Seperate accounts and places which members may share their money/experience/armour.
    • Voting tables/clan tables/clan boards - Misc coding which is likely to be used within a clan, leaving allowance for new additions.
  • Objects:
    • Furnishings - Objects for furniture which players may browse within a store.
    • Clanobjects - Identifying objects which a clan may use.
    • NPC's - NPC's which can be hired for help by a clan member/leader(/possibly anybody).
    • Tools - Tools for wizards to track use of clans and perhaps building relevant objects.

 <<O>>  Difference Topic TheClans (r1.18 - 13 Nov 2004 - ProdigY)
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Okay, clans - A large group of relatives, friends, or associates. So a sensible place to start: What good/meaning will a single player clan have? What I would essentially like to do is give a clan better use by having more members, as apposed to just shunning a clan which somebody chooses not to share.

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Okay, clans - A large group of relatives, friends, or associates. So a sensible place to start: What good/meaning will a single player clan have? What I would essentially like to do is give a clan better use by having more members, as apposed to just shunning a clan which somebody chooses not to share. Also for the meantime (and possibly all time) players should be limited to a single clan - their interclan business is of their own accord.

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  • Clan sashes should remain, although colours may be determined by the leader of the clan (automated, let's not custom every sash, k?), and perhaps future upgrades for prices or other drawbacks. As an upgrade to sashes, they should be the focus of attention for a rival clan - sashes may be stolen in order to gain easier access to a clan hall, they may break, in which case a member may be without access to privileges until a lord can rectify, loss in combat could also be possible, as well as magical cursing ect.
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  • Clan sashes should remain, although colours may be determined by the leader of the clan (automated, let's not custom every sash, k?), and perhaps future upgrades for prices or other drawbacks. The sash itself shouldn't be held to such, and there should perhaps be a variety of objects which can be used to identify clans.
  • Sashes (clan object) should be the focus of attention for a rival clan - clanobjects may be stolen in order to gain easier access to a clan hall, they may break, in which case a member may be without access to privileges until a lord can rectify, loss in combat could also be possible, as well as magical cursing ect.
  • Standard clan objects must be light and not hold any permanent AC. A clan should choose whether it wants to take an armour placement spot to identify itself (clan shield), although any protection will come from magical or alchemical forces.
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  • Notoriety around the world should be achievable, although it's safe to say that some clans won't want to be recognised for fear of some prosecution or something. This could be done via allowing builders to add talks of clans in NPC's, or via tracking data and effectiveness of clans, with some generation into NPC's. The latter would of course be better.

 <<O>>  Difference Topic TheClans (r1.17 - 12 Nov 2004 - ProdigY)
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  1. Clan proposals should be changeable by the proposer - a wizard should be able to advise on a proposal before declining. I think there should be a good amount of detail in this, and it's fair for a wizard to request more.
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Although clan warfare is a interesting piece of clans, it's hard to allow this. I wonder if an appropriate fix may be to have clanPK deaths as stat loss, and thus whether PK or not, you risk the loss of your life if caught inside an enemies hall.

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Altough this is an interesting part of clans, I don't like the idea of a clanhall being a PK testing zone - why bother being PK otherwise? I wonder if an appropriate fix may be to have clanPK deaths as stat loss, and thus whether PK or not, you risk the loss of your life if caught inside an enemies hall.

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m_clanroom
Support for clan hall decoration and rearrangement, ect.
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m_clanroom
Support for clan hall decoration and rearrangement, ect. I believe the best way to do this would be to read the .o files of an object into the module and display it correctly into the room, but any advances are welcome. This would, I assume, need a small daemon to keep track of things.
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tools
I can forsee a tool being needed to create clan objects, if we get this far (past the previous two) then I don't think it'll be difficult.

 <<O>>  Difference Topic TheClans (r1.16 - 12 Nov 2004 - ProdigY)
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All we have right now basically is a clan line. We should implement such things as Clan boxes, Estates, and Themes.


Clan Proposal: Embma Phase 1
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-- ProdigY - 12 Nov 2004

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TOC: No TOC in "Design.TheClans"

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Goal: Make possible Clan Halls.

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Overview

Current

Clans consist of a sash and chat line, which for 500,000 coins is pretty much pointless. Clans should be given reason, there should be rewards for joining a clan, rewards for creating a clan, and rewards for participating as part of your clan, not just using it for a free chat line.
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With that said, I believe there should be an emphasis on the role of each clan, this role being outlined in the proposal. Currently each clan must be proposed and accepted by a wizard, and while this has it's downsides, I'm in favour of this for reasons such as authenticity.

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Objectives:

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  • Locate and liberate 10 (or more if needed) random capable sites for clan halls.
    • I don't think you should choose the sites for the halls - let the players -- FantoM - 21 Aug 2003
  • Create Tool for Clan leaders to create Clan Halls.
    • Has been decided to use Builders for this (as many people as the clan leader allows can help with the project)-- EmbeR - 02 Sep 2003
  • Create 2 or more Clan Hall Packages.
  • Create standard guards and objects for Clan Halls.
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Goals

Okay, clans - A large group of relatives, friends, or associates. So a sensible place to start: What good/meaning will a single player clan have? What I would essentially like to do is give a clan better use by having more members, as apposed to just shunning a clan which somebody chooses not to share.
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The first step in gaining a globally branded clan is to propose it. Why is this important?

  1. The document used shall include detailed directions in which the clan would like to move. Relevant acceptance stipulations, income ideas. The proposal should be clear, with the purpose of the clan and the future being important.
  2. This document will be stored for the purpose of maintaining realistic clans (i.e.. A hidden clan will not build a clan hall in the middle of a busy market). Greater chances of acceptance will come from the finer detailed proposals. Naming of clans should restrict the ridiculous, but hold less importance over the general mission of said clan.
  3. A hierarchy may be proposed at this stage, all clans, whether street gang, multi national organised crime, or even religious have a hierarchy - this doesn't restrict clans to lord / prince / standard member, and may also allow for building onto the access a member gets within the clan.
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Process/Outline:

  • Sites: 10 sites will be chosen by Ranma and I (Ember) for possible locations of Clan Halls throughout the MUD.
    • I don't think you should choose the sites for the halls - let the players -- FantoM - 21 Aug 2003
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Once a clan is accepted, the next step is to begin to recruit members. What advantages may a player have to joining a clan?

  • Auto party
  • Bank/deposit experience/money/armour - lower interest rates?
  • Nominations for new members
  • Access to clan privileges (to be outlined).
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What else? Currently each clan is given a marvellous clan sash.

  • Clan sashes should remain, although colours may be determined by the leader of the clan (automated, let's not custom every sash, k?), and perhaps future upgrades for prices or other drawbacks. As an upgrade to sashes, they should be the focus of attention for a rival clan - sashes may be stolen in order to gain easier access to a clan hall, they may break, in which case a member may be without access to privileges until a lord can rectify, loss in combat could also be possible, as well as magical cursing ect.
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Death or resulting leave of an active clan to be passed on to highest ranked (active?) member. This will not include a clan closing of bankruptcy, if it were to exist, and I'm sure many more reasons.

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  • Tool: Only the clan leader can carry these and will only be able to create their Clan Hall with it. (Skip all to the notes)
    • Capabilities:
      • Buy room
      • Buy objects
      • Use rooms and objects bought to create/add to their Clan Hall
      • Submits to wizard for approval
    • Process of operation:
      • Players must first have a site picked out before they can build.
      • When the player get the Clan Tool they don't have access to creating anything.
      • The player must first buy rooms/objects to create as they see fit. (If they only bought 4 rooms then they only have access to build 4 rooms)
      • After the player is finished they submit it to a wizard for QC. Put inplay when it passes QC.
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        • Note: Players can read the brochure with the tool. (where the brochure is a list of objects and rooms for sell)
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Clan halls

A very well known idea for clans is clan halls/houses. This is a good idea but should come with certain regulations also. For example, a forest clan will not build on a beach (only can foresee this as wizard interaction - the "planning permission" office).
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        • Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..-- EmbeR - 02 Sep 2003
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Clan halls may possibly be bought, although it's likely they'll be charged rent for such a thing. A clan hall may not be limited to a single enclosed room, and if such a clan chooses to do so, it's acceptable that they have their belongings hidden in some sewers. This could incorporate the law and all sorts of things, but let's not get caught up there.

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  • Clan Halls Packages: These are Clan Halls prebuilt by wizards (Ranma and I(Ember)). They will consist of four rooms, one guard, a clan hall box, and a Clan board.
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A problem in building clan halls arises when rooms in the surrounding area need to be altered to show this, and has the possibility of upsetting an area.

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  • Standard guards and objects: Essentially this can be an ongoing project, anyone could add miscellaneous things as they pop into their head. A simple list will be obtained by Ranma and I. It will consist of things like flags, statues, ornate decorations, a moat, a drawbridge, carpets, and mosaics.
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  1. A clan hall will never be unbreakable - any player should be able to find exploit weak points in security to access the hall (if skilled/experienced/determined enough). The clan hall itself may be hidden, but must be findable by anybody, without cheeky abstract syntaxes.
  2. A clan hall may be the placement for clan only privileges, these should be accessible to any entree into the clan hall, welcome or not. This may include a clan bank, hired help, furniture arrangement, clan boards.
  3. Clan members which hunt together should automatically share the EXP gained, without the requirement of entering a party, the problem may come if partying with an external player also, although this could then require a party as it's not "official clan business"
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  • Specials:
    • hidden exits (coded by a wizard to force player to put thought into it)
      • Why bother - let the player design the room on the other side of the exit and you make the exit hidden -- FantoM - 21 Aug 2003
        • Would be done on players request. Would give the area more flavor and a better feeling of privacy. Thought I'd leave it as an option to them.. -- EmbeR - 21 Aug 2003
    • Brodcast an alert over the Clan channel if a guard gets killed
    • Players become PK only inside a Clan Hall.
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Clans may have their own stores, and it's possible that, if the required help is available, a courier acts within the clan - which could deliver goods from the clan store/box. I don't believe these should hold items over a reboot.

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THEMES

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A clan hall will not be held to a maximum size, although the outside of this must allow for building.

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Themes should be taken more seriously. Themes should establish what kind of clan this is, not only doctrine wise, but the outward appearance. They want an honorable band of knights or blood thirsty band of pker's. The descriptions of the clan hall should reflect the theme.

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-- EmbeR - 28 Feb 2003

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Building

Land must be approved, rent charged from the lord or clan's bank account - if money runs dry, the clan hall becomes accessible only by stealth for a period before it's sold to a new clan or knocked down. This has the added benefit of giving clans more meaning than an undisturbed stash, since payments must be made to upkeep it, and the added cost of security.
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What is the status of this? Testable? Planning Stage?

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A clan hall may be furnished by the clan lord (and possibly other ranks). This will be done by purchasing goods from a store or many stores, which will then deliver the 'object', and the buyer will be responsible for arrangement in a room. This 'object', once delivered, will be used to generate the room, with a placement and appropriate items. Other data such as inside outside will be true regardless, and there may be objects which can't be placed inside. A room may have a maximum limit of 9 pieces of furniture (N, E, S, W, NE, SE, SW, NW, center), although a size variable may be given. Items cannot be placed over a direction which contains an exit. This limits wizard interaction and also the QC period, as it will generate automatically from already QC'ed objects.

  • Goods creation then becomes an ongoing (and simple) project.
  • Explore hidden exits and moving furniture to expose.
  • An empty room may not be useable, or could generate a generic empty room description.
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-- DonaldKincannon - 10 Oct 2003

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I got to the point which Fantom let me use two players(Metallica and Poeun(Thought they were best fit for the job to jumpstart the clans)) to build their Clan Halls with a Builder. Four standard rooms, Entrance, board room, clan hall box, and a generic room. They are theme required.

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Clan War

Temp PK while inside a clan hall is a cheap way of fighting your friends without turning PK.
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Essentailly I don't see the point in continuing this. The only reason for a player to break into another hall would be gear/money. We don't have an effective enough system put together to have motive to stash gear in the clan hall. As is it's just another guild without skills and you choose who's in it. (Guilds are having trouble enough of getting people to donate and other people can't break in.)

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Although clan warfare is a interesting piece of clans, it's hard to allow this. I wonder if an appropriate fix may be to have clanPK deaths as stat loss, and thus whether PK or not, you risk the loss of your life if caught inside an enemies hall. There may be a detaining room for these keeping a prisoner, in which case they would obviously be stripped of armour/sash/money, and this being another loss possible.

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We still need to do things like add that brodcast to the guard, and the password inscripted to the sash and make it changable by the leader. Other than that I have almost all of it complete. -- EmbeR - 10 Oct 2003

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Heh, just wanted to upload some old image i made, cuz its cute! Picts Clan -- LuCid - 09 Mar 2004

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Benefits

A clan may hire help in the form or, but not limited to:
Help Use
Security/guards Protect clan hall, protect items or rooms. Obviously increasting in levels and price, only a single (not 100% reliable) form of defense. Weaknesses such as bribeable, obviously killable.
Trainers Teach new commands to members, find new commands. Commands area stealable and never will be only accessible by one clan. Other clans may gain access to trainers after invading clan hall, and learn commands or buy trainer's services for a higher fee. Experienced and good trainers will go almost by reputation, and would be worth trying to get on your side.
Combt aid What is says on the box - similar to druid pets. May have lower wimpies as level increases, must be a capped level to this and perhaps even a limit to the amount used.
Traders/vendors In the form of stalls and stores, to sell items of which profit-fee will go to the clan. May also buy goods, can be run by clan members, lootable.
Hit men Again straight forward, will attempt to kill another player for a price (possibly NPC's, too?). Variety of attacks, ranged and sneaking included.
Spies/scouts Inspect/report on rival clan hall, find hidden exits and weak security points or clan known learnt commands. Spies may discover if a hitman has been hired on a clan member, although a spy would only report things.
Weapon smith For all your weapon fixing needs. Especially useful for low level clans. Creating new weapons also possible, and perhaps finding special properties of existing weapons.
Farmer Supplies your lovely clan members with food and drink for a fee.
Sash forger If he's good then it may be an easy way to breach rival clan defense. Can replace lost sashes and fix broken ones, as well as changing the colours of the clan (maybe).

  • Clan members (certain ranks) may be able to set up polls for their clan members. These may be for online members only, or duration polls which can be used over time within the hall. Of course, an intruding player could sign this and the results aren't guaranteed accurate.
  • Somebody beraking into the clan hall should have access to all features and npc's, (perhaps) bank accounts, objects, ect. They should also be able to listen into the clan chat line, with the possible inclusion of talking on it, read and post on the clan's board if present, and include their vote in clan polls.

Conclusion

  1. Clans should be emphasises toward their original goal from a given mission statement such as the proposal.
  2. Creating a clan, joining a clan, invading a clan, partying with your clan should have benefits. It's silly to expect people to want to pay for a chat line and sash.
  3. Less wizard interaction is better: if a clan can build their own hall without the blob or any special tools, or taking up a wizard's time, that will be for the better.
  4. Clan warfare should be encouraged, but maintained to avoid abuse.
  5. The more fun things that a clan can have the better.
  6. Fantom has terribly bad armpit hair.

Design

How...

A clan should not be the best simply because it has the richest members.

Clan points could be introduced – These would be attainable via clan quests, or by performing the clan’s duties derived from the proposal of the clan. This may be the amount of fishing a clan does, or the amount of money/experience/quest points to pass through the clan each check.

Clans must meet regular checks or lose clan points; a warfare clan may have to make a certain number of kills or experience per MUDmonth.

The requirements for how much needs to be done to attain points should raise as the clan grows – this emphasises the use of having active members. If many members of a large clan are inactive, then the remaining are left with more work than they would like.

  • A clan starts with 20 Clan points; 50 are required to build a clan hall. 5 to hire a guard, 1 per piece of furniture inside a clan hal. These points are required by many clan depending features, including things which still require cash payments, but won't be possible without the requisite number of clan points.

What now...

m_clan
Provides support for clan actions and combat, including partying.
clan_d
Collect data for clans use in:
    1. Proposals
    2. Clans
    3. Members
    4. Ranks
    5. Clan halls - access rights ect
    6. Intrusion
m_clanroom
Support for clan hall decoration and rearrangement, ect.
m_furniture
Works in unison with m_clanroom to generate appropriate rooms, the module will gather data for specific items which will then be used.
objects
Sash, test furniture, test rooms, boards, develop clan boxes/stores, npc's, ect.

Discussion

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I think clans should be passed down the the prince/princess if the clan leader dies or is wiped. --Main.AarDvark - 10 Apr 2004


 <<O>>  Difference Topic TheClans (r1.15 - 04 Nov 2004 - FantoM)
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Heh, just wanted to upload some old image i made, cuz its cute! Picts Clan!-- LuCid - 09 Mar 2004

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Heh, just wanted to upload some old image i made, cuz its cute! Picts Clan -- LuCid - 09 Mar 2004


 <<O>>  Difference Topic TheClans (r1.14 - 10 Apr 2004 - AarDvark)
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I think clans should be passed down the the prince/princess if the clan leader dies or is wiped. --Main.AarDvark - 10 Apr 2004


 <<O>>  Difference Topic TheClans (r1.13 - 08 Mar 2004 - LuCid)
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Heh, just wanted to upload some old image i made, cuz its cute! Picts Clan!-- LuCid - 09 Mar 2004


 <<O>>  Difference Topic TheClans (r1.12 - 17 Dec 2003 - EmbeR)
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  • Tool: (skip to note at bottom) Only the clan leader can carry these and will only be able to create their Clan Hall with it.
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  • Tool: Only the clan leader can carry these and will only be able to create their Clan Hall with it. (Skip all to the notes)
Changed:
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Note: Players can read the brochure with the tool. (where the brochure is a list of objects and rooms for sell)

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        • Note: Players can read the brochure with the tool. (where the brochure is a list of objects and rooms for sell)
Changed:
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Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..-- EmbeR - 02 Sep 2003

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        • Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..-- EmbeR - 02 Sep 2003

 <<O>>  Difference Topic TheClans (r1.11 - 10 Oct 2003 - EmbeR)
Added:
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I got to the point which Fantom let me use two players(Metallica and Poeun(Thought they were best fit for the job to jumpstart the clans)) to build their Clan Halls with a Builder. Four standard rooms, Entrance, board room, clan hall box, and a generic room. They are theme required.

Essentailly I don't see the point in continuing this. The only reason for a player to break into another hall would be gear/money. We don't have an effective enough system put together to have motive to stash gear in the clan hall. As is it's just another guild without skills and you choose who's in it. (Guilds are having trouble enough of getting people to donate and other people can't break in.)

We still need to do things like add that brodcast to the guard, and the password inscripted to the sash and make it changable by the leader. Other than that I have almost all of it complete. -- EmbeR - 10 Oct 2003


 <<O>>  Difference Topic TheClans (r1.10 - 09 Oct 2003 - DonaldKincannon)
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What is the status of this? Testable? Planning Stage?

-- DonaldKincannon - 10 Oct 2003


 <<O>>  Difference Topic TheClans (r1.9 - 03 Sep 2003 - EmbeR)
Changed:
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    • Has been decided to use Builders for this (as many people as the clan leader allows can help with the project)
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    • Has been decided to use Builders for this (as many people as the clan leader allows can help with the project)-- EmbeR - 02 Sep 2003
Changed:
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Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..

>
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Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..-- EmbeR - 02 Sep 2003


 <<O>>  Difference Topic TheClans (r1.8 - 02 Sep 2003 - EmbeR)
Added:
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    • Has been decided to use Builders for this (as many people as the clan leader allows can help with the project)
Changed:
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  • Tool: Only the clan leader can carry these and will only be able to create their Clan Hall with it.
>
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  • Tool: (skip to note at bottom) Only the clan leader can carry these and will only be able to create their Clan Hall with it.
Added:
>
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Note: Builders will submit their area with their choice of locations as a proposal. An outline will be used to approved the Clan Halls and make sure all is paid for etc..


 <<O>>  Difference Topic TheClans (r1.7 - 21 Aug 2003 - EmbeR)
Deleted:
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    • hidden rooms (coded by a wizard to force player to put thought into it)
      • There is no such thing - only hidden exits -- FantoM - 21 Aug 2003
Added:
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        • Would be done on players request. Would give the area more flavor and a better feeling of privacy. Thought I'd leave it as an option to them.. -- EmbeR - 21 Aug 2003

 <<O>>  Difference Topic TheClans (r1.6 - 21 Aug 2003 - FantoM)
Added:
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    • I don't think you should choose the sites for the halls - let the players -- FantoM - 21 Aug 2003
Deleted:
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Added:
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*_I don't think you should choose the sites for the halls - let the players_ -- FantoM - 21 Aug 2003

Changed:
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  • Standard guards and objects: Essentially this can be an ongoing project, anyone could add miscellaneous things as they pop into thier head. A simple list will be obtained by Ranma and I. It will consist of things like flags, statues, ornate decorations, a moat, a drawbridge, carpets, and mosaics.
>
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  • Standard guards and objects: Essentially this can be an ongoing project, anyone could add miscellaneous things as they pop into their head. A simple list will be obtained by Ranma and I. It will consist of things like flags, statues, ornate decorations, a moat, a drawbridge, carpets, and mosaics.
Added:
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      • There is no such thing - only hidden exits -- FantoM - 21 Aug 2003
Added:
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      • Why bother - let the player design the room on the other side of the exit and you make the exit hidden -- FantoM - 21 Aug 2003

 <<O>>  Difference Topic TheClans (r1.5 - 21 Aug 2003 - EmbeR)
Changed:
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All we have right now basically is a clan line. We should implement such things as Clan boxes, Estates, and maybe even stashes.

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All we have right now basically is a clan line. We should implement such things as Clan boxes, Estates, and Themes.

Added:
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Clan Proposal: Embma Phase 1

Deleted:
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Clan Leaders could make there own areas or Clan Halls for their clan, other members would be welcome to help if the leader allows them to. The hall could be used as a place to hide there items/gear etc. and to keep a treasure chest ( see below ). It would cost large sums of money to build the hall ( put a down payment on per room then have other members pitch in as it is being payed for ), the leader could pay it all at once through the treasure chest or pay a weekly bill until it is all paid for. They would be able to pick which spot inside the game they wanted the clan hall to be located ( having to be ok'ed by a wiz ). Each room would be QC'ed as any other area. Guards would be able for hire for the Clan Hall to guard it from enemy clan members breaking in and stealing items/stealing money/kill players. The clan hall would be a PK area to allow clan members to kill/protect their Hall. The cost of the guard goes up by the toughness ( level ) of it. Specials on the guards would be allow for an extra fee.

Changed:
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The hall will contain a Treasure Chest to keep money in for the clan ( set by the leader/prince ). A weekly fee would have to be paid to upkeep the maintenance on the hall, pay off the debt in building it, and to buy auctioned goods. If the member fails to pay the fee enough times he/she would be kicked out of the clan ( if the member hasn't logged on that week they would get a waver ).

>
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Goal: Make possible Clan Halls.

Deleted:
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Enemy clans could steal money from it but only so much at one time and would be difficult to get to. Locks, alarms, and other items could be implemented as a means of protection for there Clan Hall.

Changed:
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-- EmbeR - 17 Jan 2003

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Objectives:

Changed:
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Ranma's prop:

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  • Locate and liberate 10 (or more if needed) random capable sites for clan halls.
  • Create Tool for Clan leaders to create Clan Halls.
  • Create 2 or more Clan Hall Packages.
  • Create standard guards and objects for Clan Halls.
Deleted:
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  • Clans only provide another chatline and are otherwise useless
  • What do clans mean in real life?
Changed:
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Clans! The Final Frontier

>
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Process/Outline:

Changed:
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Clan houses will make a significant a significant change for clans, and I believe it will take clans to another lvl.

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  • Sites: 10 sites will be chosen by Ranma and I (Ember) for possible locations of Clan Halls throughout the MUD.
Changed:
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Clan houses will be detailed in style and layout by the clan lord. Basic cost of forming a clan will cover the construction of this house, and will either be done by a wiz or the Clan Lord can make descriptions and have a wiz to add them in. A standard house will cost 500,000 as it currently does and will include the following...

>
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  • Tool: Only the clan leader can carry these and will only be able to create their Clan Hall with it.
    • Capabilities:
      • Buy room
      • Buy objects
      • Use rooms and objects bought to create/add to their Clan Hall
      • Submits to wizard for approval
    • Process of operation:
      • Players must first have a site picked out before they can build.
      • When the player get the Clan Tool they don't have access to creating anything.
      • The player must first buy rooms/objects to create as they see fit. (If they only bought 4 rooms then they only have access to build 4 rooms)
      • After the player is finished they submit it to a wizard for QC. Put inplay when it passes QC.
Changed:
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  • Entryway-Self Explanitory
  • Donation Room- The location of the Donation Box
  • Throne Room-Personal room for the lord (set exit check Clan lords name?)
  • Guards room-The location of the guardian monster for the clan. Could be right outside the exit or deeper into the area.
  • Extra rooms and added features will cost more (Hidden exits? Traps ala Coffin? a maze of rooms?)
>
>

Note: Players can read the brochure with the tool. (where the brochure is a list of objects and rooms for sell)

Changed:
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In addition they can pay for a guard. Tougher guards cost more and the purchase of multiple guards may be possible. With the purchase of the clan house a free guard of a low level will be assigned unless the player ops to pay for a tougher guard

>
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  • Clan Halls Packages: These are Clan Halls prebuilt by wizards (Ranma and I(Ember)). They will consist of four rooms, one guard, a clan hall box, and a Clan board.
Changed:
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  • Name |Cost
  • Peasant Soldier Free or additional guards are 2,000 a piece
  • Mercenary 10,000
  • Heavy Guard 100,000
  • Ogre Berserker 200,000
  • Pyromancer 500,000
  • Spirit Enforcer 1,000,000
  • Dragon 2,500,000
>
>

  • Standard guards and objects: Essentially this can be an ongoing project, anyone could add miscellaneous things as they pop into thier head. A simple list will be obtained by Ranma and I. It will consist of things like flags, statues, ornate decorations, a moat, a drawbridge, carpets, and mosaics.
Changed:
<
<

Each mob would increase in strength accordingly for instance, The mercenary would have a power equivalent to a castle guard while the Dragon would closer to snow dragon preventing the average person from entering the guild.

Some interesting ideas about guards.....they should assist their fellow guards, so if one guard is attacked they all attack. If a guard is defeated a death echo should be broadcast over the owning clans chat line....basically alerting all clan members online that their clan is about to be looted. Guards should be unique...in otherwords one per boot, if it's/they're killed they do not return until boot, or until they are purchased again seems like an interesting idea

Part 2 of prop:

POTENTIAL CLAN PROBLEMS

Someone making a clan for their own uses Personally I don't see anything wrong with this, if they want to invest the time and money into a clan hall, making the descriptions and run the risk that their clan will be broken into, so be it. I think clans with more members will have stashes with better, a better set of resources to fund clan upkeep and buy upgrades, and protect their guild.

PLACEMENT OF CLAN HALLS

Clan halls could be located throughout the mud, so long as they don't overlap other areas or cause any other turmoil. So long as that areas original creator or person responsible for ok the placement, otherwise they will be placed in Tolnedra or another place that the wizard responsible for clans finds suitable.

>
>

  • Specials:
    • hidden rooms (coded by a wizard to force player to put thought into it)
    • hidden exits (coded by a wizard to force player to put thought into it)
    • Brodcast an alert over the Clan channel if a guard gets killed
    • Players become PK only inside a Clan Hall.
Changed:
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Themes should be taken more seriously. A crappy or ill-planned theme should mean immediate loss of their clan deposit after an intial request to fix any errors in the theme. Themes should establish what kind of clan this is, not only doctrine wise, but the outward appearance. They want an honorable band of knights or blood thirsty band of pker's. The descriptions of the clan hall (if created by the clan leader) should reflect the theme

CLAN STASH ABUSE

What do we do when people use their clan to ruin the game for other players? One clan has all of the higher lvl players and is dominating the other players? ;There are two stances on this….one says who cares! And the other says, that's not fair…..Looking at clans currently I don't think any of the high lvl player's try to align themselves into one clan, in fact since only the best thought out clans will be going into play, I'm sure they all have their own ideas on how a clan should be run.

EXTRAS!!!!!!!!!!!!!!

CLANHALLS

Make all clan halls instant pk areas, so people can defend their stashes or clan lords can deal out punishment to those clan members that are being nuisances. We could have a table tallying who has assaulted another clan the most, or which clan is best defended.

SPECIAL THINGS

Players should be able to purchase special clan items….this could include the following:

  • Traps that deal damage based on how much is spent
  • Hidden exits
  • Clan Treasure-This treasure could be incorporated in clan ranking also, whenever a clan steals a Treasure will be rewarded points, which would go towards the Clan score.

The system of clan points and scoring can be implemented later, once more pressing issues have been dealt with.

Compiled by DonaldKincannon

>
>

Themes should be taken more seriously. Themes should establish what kind of clan this is, not only doctrine wise, but the outward appearance. They want an honorable band of knights or blood thirsty band of pker's. The descriptions of the clan hall should reflect the theme.


 <<O>>  Difference Topic TheClans (r1.4 - 28 Feb 2003 - EmbeR)
Added:
>
>

Ranma's prop:

  • Clans only provide another chatline and are otherwise useless
  • What do clans mean in real life?

Clans! The Final Frontier

Clan houses will make a significant a significant change for clans, and I believe it will take clans to another lvl.

Clan houses will be detailed in style and layout by the clan lord. Basic cost of forming a clan will cover the construction of this house, and will either be done by a wiz or the Clan Lord can make descriptions and have a wiz to add them in. A standard house will cost 500,000 as it currently does and will include the following...

  • Entryway-Self Explanitory
  • Donation Room- The location of the Donation Box
  • Throne Room-Personal room for the lord (set exit check Clan lords name?)
  • Guards room-The location of the guardian monster for the clan. Could be right outside the exit or deeper into the area.
  • Extra rooms and added features will cost more (Hidden exits? Traps ala Coffin? a maze of rooms?)

In addition they can pay for a guard. Tougher guards cost more and the purchase of multiple guards may be possible. With the purchase of the clan house a free guard of a low level will be assigned unless the player ops to pay for a tougher guard

  • Name |Cost
  • Peasant Soldier Free or additional guards are 2,000 a piece
  • Mercenary 10,000
  • Heavy Guard 100,000
  • Ogre Berserker 200,000
  • Pyromancer 500,000
  • Spirit Enforcer 1,000,000
  • Dragon 2,500,000

Each mob would increase in strength accordingly for instance, The mercenary would have a power equivalent to a castle guard while the Dragon would closer to snow dragon preventing the average person from entering the guild.

Some interesting ideas about guards.....they should assist their fellow guards, so if one guard is attacked they all attack. If a guard is defeated a death echo should be broadcast over the owning clans chat line....basically alerting all clan members online that their clan is about to be looted. Guards should be unique...in otherwords one per boot, if it's/they're killed they do not return until boot, or until they are purchased again seems like an interesting idea

Part 2 of prop:

POTENTIAL CLAN PROBLEMS

Someone making a clan for their own uses Personally I don't see anything wrong with this, if they want to invest the time and money into a clan hall, making the descriptions and run the risk that their clan will be broken into, so be it. I think clans with more members will have stashes with better, a better set of resources to fund clan upkeep and buy upgrades, and protect their guild.

PLACEMENT OF CLAN HALLS

Clan halls could be located throughout the mud, so long as they don't overlap other areas or cause any other turmoil. So long as that areas original creator or person responsible for ok the placement, otherwise they will be placed in Tolnedra or another place that the wizard responsible for clans finds suitable.

THEMES

Themes should be taken more seriously. A crappy or ill-planned theme should mean immediate loss of their clan deposit after an intial request to fix any errors in the theme. Themes should establish what kind of clan this is, not only doctrine wise, but the outward appearance. They want an honorable band of knights or blood thirsty band of pker's. The descriptions of the clan hall (if created by the clan leader) should reflect the theme

CLAN STASH ABUSE

What do we do when people use their clan to ruin the game for other players? One clan has all of the higher lvl players and is dominating the other players? ;There are two stances on this….one says who cares! And the other says, that's not fair…..Looking at clans currently I don't think any of the high lvl player's try to align themselves into one clan, in fact since only the best thought out clans will be going into play, I'm sure they all have their own ideas on how a clan should be run.

EXTRAS!!!!!!!!!!!!!!

CLANHALLS

Make all clan halls instant pk areas, so people can defend their stashes or clan lords can deal out punishment to those clan members that are being nuisances. We could have a table tallying who has assaulted another clan the most, or which clan is best defended.

SPECIAL THINGS

Players should be able to purchase special clan items….this could include the following:

  • Traps that deal damage based on how much is spent
  • Hidden exits
  • Clan Treasure-This treasure could be incorporated in clan ranking also, whenever a clan steals a Treasure will be rewarded points, which would go towards the Clan score.

The system of clan points and scoring can be implemented later, once more pressing issues have been dealt with.

Compiled by DonaldKincannon

-- EmbeR - 28 Feb 2003


 <<O>>  Difference Topic TheClans (r1.3 - 17 Jan 2003 - EmbeR)
Changed:
<
<

Clan Leaders could make there own areas or Clan Halls for their clan, other members would be welcome to help if the leader allows them to. The hall could be used as a place to hide there items/gear etc. and to keep a treasure chest ( see below ). It would cost large sums of money to build the hall ( put a down payment on per room then have other members pitch in as it is being payed for ), the leader could pay it all at once through the treasure chest or pay a weekly bill until it is all paid for. They would be able to pick which spot inside the game they wanted the clan hall to be located ( having to be ok'ed by a wiz ). Each room would be QC'ed as any other area. Guards would be able for hire for the Clan Hall to guard it from enemy clan members breaking in and stealing items/stealing money/kill players. The clan hall would be a PK area. The cost of the guard goes up by the toughness ( level ) of it.

>
>

Clan Leaders could make there own areas or Clan Halls for their clan, other members would be welcome to help if the leader allows them to. The hall could be used as a place to hide there items/gear etc. and to keep a treasure chest ( see below ). It would cost large sums of money to build the hall ( put a down payment on per room then have other members pitch in as it is being payed for ), the leader could pay it all at once through the treasure chest or pay a weekly bill until it is all paid for. They would be able to pick which spot inside the game they wanted the clan hall to be located ( having to be ok'ed by a wiz ). Each room would be QC'ed as any other area. Guards would be able for hire for the Clan Hall to guard it from enemy clan members breaking in and stealing items/stealing money/kill players. The clan hall would be a PK area to allow clan members to kill/protect their Hall. The cost of the guard goes up by the toughness ( level ) of it. Specials on the guards would be allow for an extra fee.

Changed:
<
<

The hall will contain a Treasure Chest to keep money in for the clan. A weekly fee would have to be paid to upkeep the maintenance on the hall, pay off the debt in building it, and to buy auctioned goods. If the member fails to pay the fee enough times he/she would be kicked out of the clan ( if the member hasn't logged on that week they would get a waver ). Enemy clans could steal money from it but only so much at one time and would be difficult to get to ( re the guards ).

>
>

The hall will contain a Treasure Chest to keep money in for the clan ( set by the leader/prince ). A weekly fee would have to be paid to upkeep the maintenance on the hall, pay off the debt in building it, and to buy auctioned goods. If the member fails to pay the fee enough times he/she would be kicked out of the clan ( if the member hasn't logged on that week they would get a waver ).

Changed:
<
<

-- EmbeR - 16 Jan 2003

>
>

Enemy clans could steal money from it but only so much at one time and would be difficult to get to. Locks, alarms, and other items could be implemented as a means of protection for there Clan Hall.

-- EmbeR - 17 Jan 2003


 <<O>>  Difference Topic TheClans (r1.2 - 17 Jan 2003 - EmbeR)
Added:
>
>


Clan Leaders could make there own areas or Clan Halls for their clan, other members would be welcome to help if the leader allows them to. The hall could be used as a place to hide there items/gear etc. and to keep a treasure chest ( see below ). It would cost large sums of money to build the hall ( put a down payment on per room then have other members pitch in as it is being payed for ), the leader could pay it all at once through the treasure chest or pay a weekly bill until it is all paid for. They would be able to pick which spot inside the game they wanted the clan hall to be located ( having to be ok'ed by a wiz ). Each room would be QC'ed as any other area. Guards would be able for hire for the Clan Hall to guard it from enemy clan members breaking in and stealing items/stealing money/kill players. The clan hall would be a PK area. The cost of the guard goes up by the toughness ( level ) of it.

The hall will contain a Treasure Chest to keep money in for the clan. A weekly fee would have to be paid to upkeep the maintenance on the hall, pay off the debt in building it, and to buy auctioned goods. If the member fails to pay the fee enough times he/she would be kicked out of the clan ( if the member hasn't logged on that week they would get a waver ). Enemy clans could steal money from it but only so much at one time and would be difficult to get to ( re the guards ).


 <<O>>  Difference Topic TheClans (r1.1 - 16 Jan 2003 - EmbeR)
Added:
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%META:TOPICINFO{author="EmbeR" date="1042705362" format="1.0" version="1.1"}% %META:TOPICPARENT{name="WebHome"}% All we have right now basically is a clan line. We should implement such things as Clan boxes, Estates, and maybe even stashes.

-- EmbeR - 16 Jan 2003


Topic TheClans . { View | Diffs | r1.27 | > | r1.26 | > | r1.25 | More }
Revision r1.1 - 16 Jan 2003 - 08:22 GMT - EmbeR
Revision r1.27 - 16 Nov 2004 - 02:49 GMT - FantoM
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