Forums » Suggestions

Guild Cargo Hold

Oct 06, 2008 Surbius link
Much akin to the guild bank system but with cargo and it works just about the same except it can be spread out all over the verse in different stations. Permissions and what not would be just like guild banks.

Criticisms?
Oct 06, 2008 Whistler link
Cool. It would create interesting game play if each guild could only have a very few locations. If the secret got out, imagine the blockade and battle opportunities.
Oct 06, 2008 incarnate link
Humm. I would like to make Guild cargo holds potentially larger but more expensive than player station-cargo holds.

Plus, purchasing each new one could cost more than the last (significantly so), with recurring fees increasing as well. And might require a certain percentage of X standing among the guild's membership. So, a truly rich guild could own a lot of holds spread all over the place, but would be paying to do so. Basically a guild would purchase a "license" for storing items locally.

I suppose the ability to purchase licenses is something else that would require configurable admin settings for guild leadership (letting particular classes of members do it, individuals, etc). But I imagine Council/Commander/Lieutenant would work for now.

Further feedback welcome.
Oct 06, 2008 iry link
Oct 07, 2008 Aramarth link
Heck, just make this a reality when guilds get their own stations. I don't see any guild needing to pay ITSELF for more space. If they did.. well.. silly traders..
Oct 07, 2008 Surbius link
Okay, guilds can start cargo holds with a faction by fulfilling a initial down payment on say... 10,000,000c for 50,000cus at just one station. Requirements to be able to own space within a station the guild does not own would be the above suggestion by Incarnate about the guild having a certain percentage of it's membership with a X standing with the faction. (The guild can setup how much can be deposited/withdrawn into/from the account for certain members (either by name or rank, I do agree that guilds should be able to make different ranks and levels of guild membership) since its size is limited and must be managed if to be utilized to its best.)

If the guild wants to keep that space for the months to come, they are required to pay 10% of the down payment to keep their space. To expand their current hold in only one station would be about 1,000c per extra 1cu or 1,000,000c for every extra 1,000cus. The monthly fee is 10% of the down payment with 10% of every extra cu expansion. I would say a max the guild can have in one station alone would be 100,000cus. (If you want to make it more complex and interesting. Make each station and faction have different limits on starting accounts and max size, maybe even different prices.)

The guild may want to have more locations so its members can drop off cargo to the guild without running to only one location. To add another cargo hold at a different station (with the same faction) it costs double for the same amount, for example 20,000,000c for 50,000cus, the basic 1,000c for every extra 1cu, and the 10% of the down payment plus all extra cu expansions rolled into the monthly fee. Each station would bill the guild for the fee, if it is not paid after a certain time, the station freezes the cargo hold and hold all contents therein until the bill is payed or the guild pays a percentage to be able to pull cargo out but not put cargo in. (This can vary in price, based on what station and what faction is used.)

If a guild wishes to close an account with a station then they simply close the account and are given a year or something to pull out all the cargo. (This can bring up delinquent payments or not moving cargo out quickly enough and the items there in could be auctioned off. Cargo from the guild account is transferred to the cargo hold to the player withdrawing the cargo, if his/her cargo hold is full then it goes into their ship or maybe the station can grant temporary cargo expansion until the cargo is placed into a ship or make it a time limit so they can move the cargo out to make room for more.)

Similar interface with guild cargo holds as with guild banks but with places for bills (paid/unpaid), cargo hold location, amounts, items therein, and access permissions. Access permissions can get very complex in the sense of a guild being able to make custom ranks and levels of membership so anyone in this particular group can see there is an account with this faction and how many items but not the items or the location. Plus limitations such as they can deposit 100cus a day and withdraw 1cu or none. (Maybe add access restrictions to certain items.)

Plus stations may have limitations of what can be loaded into the station or how much of a certain item (they may even check cargo hold weight so some guild isn't stockpiling 100,000cus of samoflange *cringes*), for example a Serco station may allow a guild to hold only so many Valkyries (yes, allow ships to be held in cargo holds for guilds) until they feel uncomfortable with all the Itani stuff.

This brings up another point about stations and the factions that own them. Favoritism from Itani stations to Itani guilds and the same for Serco stations and the other factions. (This brings up guilds starting to have classifications, for example a guild will be classified as Serco, Itani, UIT, Pirate, Neutral, and (faction name or whatever else fits).)

Criticisms?
Oct 07, 2008 Pobega link
Aramarth: Heck, just make this a reality when guilds get their own stations. I don't see any guild needing to pay ITSELF for more space. If they did.. well.. silly traders..

Well, regardless, it'd cost them more money to expand the station.

Also, I think it'd make for a use of the guild bank system...For example, purchasing licenses/addons/ship availability with the guild bank. Like, to purchase the Vulture MkIII at your guild station you would need to buy the Vulture and Vulture MkII first, and like Inc said, make them increasingly more expensive.
Oct 07, 2008 vardonx link
Well thought out Surb, I like it, but I especially like the last bit at the end about Guilds having faction or nation affiliation.

If that were done, perhaps your guild faction plus your own faction could combine in a given sector to arrive at your "standing"....