I've been thinking about this for a while and would like to get some feedback. I think it would be neat if we implemented a system where players could create & manage their own clans entirely(or mostly) without the need of immortal supervision. However, doing this would introduce several logistical problems that we'd have to consider.
The basic gist would be something like the following:
Criteria For Creating A Clan:
- Player must pay X amount of gold in order to purchase a clan.
- Player must have a "petition" signed by X number of players. Iffy on this one, but it may provide a means of preventing overpopulation of clans.
- A clan would not require immortal approval, but may be forcibly renamed if an immortal finds a clan name to be inappropriate.
- Costs X amount of gold to create a single-roomed clan base. A clan room would come with a single clan mob which will facilitate entry/exit from the room as well as possibly renting.
- Bases would exist within one of a several designated zones. They would not be attached to the open Kinslayer world without immortal intervention.
- Clan members may purchases a chest for X amount of gold, and possibly upgrade its size for additional costs.
- The room from which the clan members may enter the clan base from the open Kinslayer world may need immortal approval. We don't want clan base entries in stupid places.
- Clan members can pay for a tailor to design their clan cloak. We'd need one, or several, items to base this on. We may be able to get away with doing this via retools.
- Other perks may include expanding the base size, adding mobs inside, and possibly adding mob presence in the open world with immortal approval.
- Will we be overrun with too many clans? We may need to put a cap on the number of clans allowed within a period of time, or make the cost steep enough to inhibit over-purchasing of clans.
- How will ranking, council, quest point rewarding, & remorts work?