Player Run Clans

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Galnor
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Player Run Clans

Post by Galnor »

Repost from Immortal boards...

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.
Clan Bases:
  • 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.
Cloaks & Other Perks:
  • 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.
Concerns:
  • 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?
Ciarra
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Re: Player Run Clans

Post by Ciarra »

Honestly this idea sounds amazing to me.

here are my opinions for the questions you asked.

1 - I believe that the prices would have to be VERY high to keep the number of clans down. High enough that in most cases it will take more then one player to raise enough gold.
2- I think that the initial council members would be anyone who signed the petition. I also believe that should anyone log off then there signature is removed from the petition. To prevent people from making there own clans filled with there own alts.
Quest points would be based upon the council. I for one would love to see a PRC clan for gleemen which would get qps for RP. Other then that the basic scalp awards would work in my opinion.

I think that remorting would be very similar to current remorting.
Chase
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Re: Player Run Clans

Post by Chase »

Here are my thoughts that I've told Galnor:

1) I'm concerned about stupid clan names like "Chaseblowslololol" etc. They need to be RPish as well, not just regulations on the clan name. We don't want the Mayene Super Troopers or something walking around

2) I don't think the clans should have any bonuses like rank 6 skills or master. They should probably only get a clan cloak.

3) If people want to transition from a player run clan to a major clan, I would be open to that possibility. The player would have to apply and get accepted by the established clans. I would also likely have a qp % reduction, so as to prevent someone from getting master qps in a clan and then hopping to a major clan to get a weapon. Maybe something like a 25% reduction in qps..

4) No clan mobs except 3-4 around their base. Maybe allow them to have warrants so that other people in their clan know who are hostile?

5) As for cost, make it so that it costs like 20 gold to start a clan. This is a lot for most people except for maybe 2-3 people. This would require a couple players to come together to start the clan, thereby reducing in too many clans and stopping people from making poorly decided clans.

6) I think these clans will have to show good rp and control their members or else they will be shut down. If this goes through then they'll have smaller memberships than the main clans and they also won't have a city under their control. Therefore if the clan acts poorly, then a major clan can come and basically take them down.

7) I also think there should be a way for the player run clans to become legit major clans if they show extreme dedication. I don't mean within 2 months that a clan should become a main clan.. I mean over a period of a year or two. If players stick together they'll be able to have full clan membership and they won't incur the 25% qp reduction that they would switching to a full clan.

My questions:

1) Will these clans show up on view clan? If so, we'd have to have a way for newbies to know which clans are player run. I personally want them to be on view clan but maybe in a subsection because I like to see where people are in each clan, etc. Also since these people will be joining the pool of players who want "in" on scalps, we'll be able to verify if they are actually in the clan.

2) Will these clans have forum access? I think perhaps they should with completion of a quest (ie killing Shaidar or Suian/Hammar) without the help of mercs, a gold fee, and continued membership activity for 2 months.
Chase
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Re: Player Run Clans

Post by Chase »

I would like to see RP clans and bonuses, but imms would need to see a log or something. That just screams 1 council person ranking up people every day or two.

Player run clans shouldn't have remorts or masters unless 1) they meet certain requirements to make it to full clan status, or 2) the player applies and gets approval to move to a major clan, with a % qp reduction. Otherwise you'll have some gleeman like Ciarra said which has full remort qps just because he spam-juggled balls in Caemlyn square for a week straight.
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Galnor
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Re: Player Run Clans

Post by Galnor »

Chase wrote:1) Will these clans show up on view clan? If so, we'd have to have a way for newbies to know which clans are player run. I personally want them to be on view clan but maybe in a subsection because I like to see where people are in each clan, etc. Also since these people will be joining the pool of players who want "in" on scalps, we'll be able to verify if they are actually in the clan.
I like the idea of separating the two under the same view command. This will be a good excuse to clean up the "view clans" list display as well as the "view clan XXX" display to be cleaner and more informative.
Chase wrote:2) Will these clans have forum access? I think perhaps they should with completion of a quest (ie killing Shaidar or Suian/Hammar) without the help of mercs, a gold fee, and continued membership activity for 2 months.
Good question. I don't see why we wouldn't be able to accommodate this technically, though I do worry about forum clutter. But I guess this is very related to the issue of having clan clutter in general. I could see this being something that they have to unlock, as you suggest, either through a quest or by purchasing with gold.

I'll have more to say when I get home. Thanks for all the feedback so far. I would like to see us come up with something workable.
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Lamgwin
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Re: Player Run Clans

Post by Lamgwin »

who wants to make clan fags with me?
Tyson
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Re: Player Run Clans

Post by Tyson »

Why not just make them like normal clans though? I mean, really who cares? You turn in scalps, get the same rewards in all clans and all the rewards are pretty standardized. You don't have to give them practice bonuses and shit like other clans although maybe they could pay for them?

I think some of these things could also be extended to the current clans as it would encourage activity.
Tzurani
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Re: Player Run Clans

Post by Tzurani »

Finally, we can imp merchant guild after all these years and actually put the clan rooms and mobs to use.

Would be a cool non pk clan for people who enjoy utilizing Koradin's trade skills.
Abdul
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Re: Player Run Clans

Post by Abdul »

Lamgwin wrote:who wants to make clan fags with me?
Clan fag text adventure slang?

I clan fag with you.
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Galnor
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Re: Player Run Clans

Post by Galnor »

Chase wrote:I would like to see RP clans and bonuses, but imms would need to see a log or something. That just screams 1 council person ranking up people every day or two.
This really isn't all that different from Council members of current clans doing this, with the exception that the clan is "player run."

Other things to think about... Clanning / declanning policies - who decides them? Are the founding members permanent Council members? Are they immune from being declanned? Etc.
Tyson
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Re: Player Run Clans

Post by Tyson »

Isn't that all part of being player run? The players of the clan dictate that kind of policy. Right? Otherwise, they might as well just be "clans".
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Re: Player Run Clans

Post by Evilina »

I like the idea of player run clans, I have seen this idea implemented on other muds I have played and with those it took more than one person to create the clan which meant the founders of the clan were both considered council and also the cost of the clan was so high it took multiple people to be able to save up and create the clan.

I don't see why they should get anything short of what normal clans do although I don't think they should remort the same, LS remorts had to uphold justice and law according to their respected clans and DS by being a part of the Dark Ones army. Because someone creates a tinker bell clan and rps walt disney style doesn't mean they should ultimately be a blade master.
Tyson
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Re: Player Run Clans

Post by Tyson »

Well I don't see why they couldn't have some form of remort. If they were a PKing group, why not let them have blademaster or something similar? If they were an RPing group, why not give them something RPish instead?
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Re: Player Run Clans

Post by Evilina »

I didn't say don't allow them to remort but remort to something else, just my opinion though. :)
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Re: Player Run Clans

Post by Evilina »

Additional issue to consider


base location: RP of clan should dictate base location i.e. if I wanted to make a ihatebgs clan I shouldn't be able to place a clan base two rooms from fd gate.

warranting system: I don't think mylittlepony clan should have a warranting system yet again this should probably be based off the clans rp and the rp should be made clear with the initial petition of clan creation.

Perks could also drive the cost of clan purchase such as clan stables, clan rooms, clan rent, clan chest, warranting system, mobs and number of mobs, rank 4 bonus, rank 6 bonus, etc.
Chase
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Re: Player Run Clans

Post by Chase »

They're going to have to be, and get permission from, the main 'justice/city' clans, imo. That way the clans now theyre second to the main clans. Otherwise someone's going to just make a Manetheren clan and put it smack dab near FD and try to clan some sort of autonomy over the local area, and that isn't gonna happened. If it's within a city they'll can have a 2-3 room clan area with mobs and a rent (ie: they rented out an inn). Then if they pay more they could get a decent sized mini base w/ a chest room, but it'll be always beneath the justice clan so they have to work well with the city clan the establish their base in
Tyson
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Re: Player Run Clans

Post by Tyson »

I donno, I reckon it would be pretty cool to have like an assassin clan and have their base all secret and shit. Maybe they can be contracted to kill people for their qps some how. Like maybe there's a shady guy behind an inn in each city where I can pay him some money and say Contract Chase. Then the assassin clan members get to kill Chase for a bounty in qps.

Lets say if multiple people want Chase dead or they pay more etc the bounty goes up accordingly. Whoever finally kills Chase and turns in his head then reaps the rewards. But if its someone faggy and easy to kill like Pitch for example, no one is going to pay to have them killed etc because they will just spam die to a cute deer anyway.
Tyson
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Re: Player Run Clans

Post by Tyson »

Obviously if a clan has a secret base they're also not going to claim some political shit over your land. Also doubt RP clans have any real say in politics. I really can't see a tinker clan starting a war or warranting/hunting people etc because it doesn't make any sense and if they did the imms would force them to change their name etc.
Tyson
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Re: Player Run Clans

Post by Tyson »

Will current PRCs such as the CoL be granted qps based on their achievements already? Like I know CoL already keeps track of scalps etc.
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