Claaan waaarss!!!
Old 08-02-2011, 02:53 PM   #1
Zur
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Default Claaan waaarss!!!

BLADOW!!!

Ok so I decided I might as well post the entire idea here for everyone to see and criticize.. and I figured Jeff would never ever message me to find out about it anyway. So i'm going to try and lay out and explain every little thing about it... it might be a little difficult because of the format i'm pulling it from (21 page powerpoint I designed it on). If you get lost, just ask.

*Also this was originally designed for another game, so names/wording used may seem a little weird. I designed it for my game but am not going to implement it.

ALSO, This design was originally with a clan size of 200 in mind, not 100. I'm still going to put it out with the 150 & 200 bits to it... they can be forgotten or adjusted as needed.

First thing is the Clan Structure


This is basically just outlining the position and hierarchy within each clan.

Masters
  • Deals with appointing Financial Advisers, Formation Leaders, and can appoint Masons.
  • Can appoint FL assistant’s as FLs.
  • *Required to have at least 10 paid days. Master running out of Sub days allows a 90% clan member vote to coup and appoint a new Master. Coup can only be incited by a FL. Only a FL can be appointed as new Master. (This prevents inactive Masters from ruining a clan)

Financial Advisers
  • Deals specifically with the clan’s finances
  • Only one that can embezzle with approval of HM.
  • Funds never mix with their GiH (gold in hand).

Formation Leader
  • Deal with the rank structure & promotions within their own formation.
  • Head master can appoint a FL’s assistant (Executive Officer) to the role of FL.
  • Only deals with their own formations’ plans/strategies/events.

Kingdom Masons
  • Only ones in charge of developing a clan's Clan Hall
  • They can use either their own gold or gold from the clan's treasury (with approval from 1 Master or both Financial Advisers) to build on the Clan Hall

Soldiers
  • Same purpose they serve now
  • Sole power of the clan!
  • Attempt to scout for anyone appointed as an Engineer* at the Clan Hall
*Engineers are not a rank, but more of an appointed position that one is not obligated to

The Idea
  • Time when two or more clans go to war
  • Each clan has a clan hall, which is basically the clans 1 and only main kingdom for the clan as a whole.
  • Clan halls can be attacked by any clan member from soldier and higher.
  • A clan hall falling to an enemy will declare the attacker victorious.
  • Victory in clan wars gives the winning clan 40% of victim clan’s Clan Treasury.
  • A clan hall being attacked immediately incites a clan war.
  • Clans allies can aid, and attack if they choose to. If allies are ever added
  • Mutual allies will either sit out or choose a side.
  • Clans can choose to remain pacifistic if they wish to sit out of clan wars completely, and thus cannot be forced into a war.
  • Once a clan incites or wins a war, they can never become pacifistic. Ever

Area
So one idea to follow is to add a new area to the game entirely... extend the map. The area would be something kind of like a war-torn land... flattish but kinda destroyed. Wide open. Somewhere that clans can actually have all participating members fighting. It could set up sort of like the arena with how everyone is on one spot (as far as multiple clans fighting each other at once) except it'd be a 25x10 rectangle.

Players could go to Castille and choose to take a boat to the land where all Clan Halls are located. Once there, they can choose, in a town, to take a trip to anyone elses clan hall (if they wanted to incite a war or just check it out) or visit their own for a battle in order to defend it.

The clan halls can help multiple tiers that they can be upgraded to which will require gold (RP) from the clan to pay for the labor of reaching that tier, as well as RESOURCES for items required to reach the next tier (Cloth for drapes on the windows, useless stones from mining for catapults, ingots for ballistas, lots of wood involved.. you get the idea. Higher tier = nicer crap). Of course, upgrading tiers allows for better defenses and sexier looking clan halls.

So as you have hopefully gathered, the job of Kingdom Masons is to be in charge of the development of the clan hall. They deal with the upgrade in tier, with the planning and development of weaponry systems/defense and they deal with the placement of beasties.
Yes, beasties.

So, lets play with this a little.


So here is the idea. Team 1 on top, Team 2 on bottom. Team 2 is advancing towards Team 1, but luckily for Team 1, their Kingom Masons hired the best monsters their budget could afford and scattered them randomly out in the battlefield with hopes that the monsters will slow down or stop the advance of Team 2. In this thought, the monsters are like Kingdom bosses from RWK in a kingdom with 10 runes. More or less, its PvP mode against monsters. The masons have choices between Melee, ranged and caster monsters.
As another precautionary measure, the masons have built and emplaced ballistas and catapults variously around their clan hall. This adds an element of surprise defenses. My thought with this one is that depending on how many of your clan mates are within range of the catapults/ballistas, how many clan mates are in front of you, and how many defenses the clan has emplaced, every step you take on the battlefield while within range rolls the dice and you risk a xx% chance of getting hit by the defenses. The damage will be based upon the tier of the clan hall and your skills… so some low level soldiers might get annihilated by defenses alone and never reach the enemy clan member, some people might just get hurt.
Now any PvP going on within that certain close-range area infront of the other team’s clan hall will risk getting injured mid-battle by catapults and ballistas, but are LESS likely than if they were moving around freely due too the presence of the other player.
Along with the defenses, players can act as engineers and stay on the clan hall walls, off the battlefield, to offer an accuracy and firing speed bonus to the defensive artillery. This is where soldiers can attempt to be scouts. If a soldier on the battlefield is grouped with an engineer, and he gets into a fight within that engineers range, then that engineer will see the battle in the distance and it will cause his defenses to be more likely to target and hit the enemy of his fellow soldier.
All battles are automatic on the battlefield. There is no “Right-click, selet clan battle”. All enemy soldiers are like a static boss that isn’t static.'''


More to follow!
I gotta go do stuff :|
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Old 08-03-2011, 03:24 PM   #2
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I agree even though really great ideas, Glitchless would never put that much effort into any one thing in this game.

Still does not hurt to support and hope for a compromise somewhere in the middle.

SUPPORT/BUMP
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Old 08-03-2011, 05:43 PM   #3
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i love it, would add a new dimension, and would give those that are bored with the game, something new to do, with the ability for every clan to be good, and not 100% destroy any clan from it.

while reading it, all i could picture, was me walking towards the enemy, with a shield and a spear, and using the shield to shrug enemy missiles off, and then go haywire killing dudes when i get there lol.

*continues to dream*
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Old 08-03-2011, 05:52 PM   #4
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Yeah I like article 4 subsection 4. Number VI under the democracy act.
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