| <<O>> Difference Topic TheClans (r1.27 - 16 Nov 2004 - FantoM) |
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| <<O>> Difference Topic TheClans (r1.26 - 15 Nov 2004 - FreD) |
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| <<O>> Difference Topic TheClans (r1.25 - 15 Nov 2004 - FreD) |
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| <<O>> Difference Topic TheClans (r1.24 - 15 Nov 2004 - ProdigY) |
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| <<O>> Difference Topic TheClans (r1.23 - 15 Nov 2004 - ProdigY) |
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| <<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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| <<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. |
| > > | 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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| < < | 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. |
| > > | 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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| <<O>> Difference Topic TheClans (r1.19 - 13 Nov 2004 - ProdigY) |
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| <<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. |
| > > | 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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| <<O>> Difference Topic TheClans (r1.17 - 12 Nov 2004 - ProdigY) |
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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. |
| > > | 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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| <<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 | ||||||||||||||||||||
| > > | -- 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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OverviewCurrentClans 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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GoalsOkay, 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?
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Process/Outline:
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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?
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What else? Currently each clan is given a marvellous clan sash.
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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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Clan hallsA 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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| > > | 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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| > > | 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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| > > | 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 | ||||||||||||||||||||
| > > | 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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BuildingLand 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.
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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 WarTemp 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.) | ||||||||||||||||||||
| > > | 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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BenefitsA clan may hire help in the form or, but not limited to:
Conclusion
DesignHow...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.
What now...
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 |
| > > | 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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| < < | 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: 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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| <<O>> Difference Topic TheClans (r1.11 - 10 Oct 2003 - EmbeR) |
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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) |
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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.. |
| > > | 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) |
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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) |
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| <<O>> Difference Topic TheClans (r1.6 - 21 Aug 2003 - FantoM) |
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| > > | *_I don't think you should choose the sites for the halls - let the players_ -- FantoM - 21 Aug 2003 |
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| <<O>> Difference Topic TheClans (r1.5 - 21 Aug 2003 - EmbeR) |
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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. |
| > > | All we have right now basically is a clan line. We should implement such things as Clan boxes, Estates, and Themes. |
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| > > | Clan Proposal: Embma Phase 1 |
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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. |
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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 ). |
| > > | Goal: Make possible Clan Halls. |
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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. |
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| < < | -- EmbeR - 17 Jan 2003 |
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| < < | Ranma's prop: |
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| < < | Clans! The Final Frontier |
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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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| < < | 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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| > > | 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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| < < | 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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| < < | 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. |
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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:
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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. |
| <<O>> Difference Topic TheClans (r1.4 - 28 Feb 2003 - EmbeR) |
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Ranma's prop:
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| <<O>> Difference Topic TheClans (r1.3 - 17 Jan 2003 - EmbeR) |
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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. 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. |
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| < < | 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 ). |
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| < < | -- 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) |
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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. 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) |
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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 } |
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Revision r1.1 - 16 Jan 2003 - 08:22 GMT - EmbeR Revision r1.27 - 16 Nov 2004 - 02:49 GMT - FantoM |
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