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Guild Struction

Sep 09, 2006 RaWolfe link
Uhmmz I have been thinking about the topic Guild a lot these days as I help to get one up again atm. The struction atm of a guild is a basic of Commander,Lt and Council. I think there is more to a guild then only that.

First of all a rank. both Commander and Lt are ranks of Military and Navy. so this confused me a big time. Inplace of that you can just do ranks. Like Lt.Colonel Max Delco. but this is reported in a bio ofcourse.

Second the position, Council is the only thing in the guild that is to be run as voting party. Why not have it like this. Commander(the word means two ways. Rank and Position) and the second in command would be the First officer and the Third in command the Council Leader that has 4 Council members.(Just a idea ofcourse)

The Guild gets a own carrier when it expands and at the beginning a own Station.(Maybe a mine or something else also?)

The ships can be from small to big. But there can be only 1 carrier every 40 members. So if you got 80 members you have 2 carriers ^^ The carriers can be used in battle as docking bay and the pilot can while be docked in the ship operate a turred(idea of the Dev i spoke with explaining the Carrier idea)

Comments please
Sep 09, 2006 RaWolfe link
Sorry for the Gramma and Spelling erro's I am not fully awake (already 36 hours awake)
Sep 09, 2006 drdoak007 link
structure?
Sep 10, 2006 toshiro link
I'm unsure as to what you mean exactly. I'll reword whatI think you wrote, and you tell me if I'm right or wrong:

1. You want to separate ranks and 'position' within the guild.
2. A guild should get its own capship (as soon as they are player-controllable, I assume).
3. A guild should get its own (home) station.
4. You want to bind the number of capital ships to the number of guild members.

If that is what you meant:

1. Why exactly do you want that? I think it's quite alright if the Head of the Guild, namely the commander, also holds supreme military control over the guild's forces. Maybe this will have to change once guilds become really big, but right now, especially with the small number of users, it works pretty well.

2. Do you mean for free, right away upon guild creation? I say no to that, because I dislike the idea of anything being free in the game (besides the bus, the free cell and the GIPC).

3. No to this, as well, for the same reason as 2., but also because there is the problem of overpopulation of the univers (with stations).

4. That's interesting, but it might be a bit early to talk about this, since it is by no means clear who exactly will have ownership of capital ships, and if said ownership can be held by a group of players, or rather their characters (at least to me it is not; devs, or players with deeper insight, correct me if I'm wrong, please).
Sep 12, 2006 RaWolfe link
1: Was just a idea

2: Well no not for free ofcourse

3: Same as 2

4: Yea i like the idea
Sep 12, 2006 toshiro link
I'm unsure about the limitations of capital ships in relation to guild members, since , like I already said, it is not clear who will be able to 'own' a capital ship.

If individuals are allowed to purchase, own, and subsequently pilot/commandeer a capital ship, it doesn't make sense to limit a group to a certain rate since you would effectively discourage people from joining guilds, and I do think that is a very bad idea.

If only permanent groups of players (er... guilds) are allowed to possess capital ships, it would make sense to bind the number of capital ships per group to number of members. However, that should not be the only criterium, things like number of proficient players (in whatever way that would be measured) and such should play into it as well, since you can artificially inflate guilds by creating heaps and heaps of free accounts and then create a huge guild (on paper), which would be an exploit to get more capital ships.
Sep 12, 2006 Demonen link
An easy fix for guilds only owning a handfull of ships is that the turrets would not be automated when emtpy. If you want it to fire, you'll need a player in there.

This also makes sense for lone player ships. If you want to own your own cappie, feel free, but it won't be OMFGKICKA$$!!!!111, not by a longshot. Imagine how easy it would be to kill an unarmed capship... It's not going to run away on you!
Sep 12, 2006 toshiro link
I disagree. Turrets have to be fully functional, even without players to man them.
Sep 12, 2006 RaWolfe link
I disagree aswell.... The Pilot within the guild vessel needs 100% function control over the guild ship. Ofcourse when players dock with the guild vessel ....side Turrents get actived and they can be used in my vission that is