Forums » Suggestions
RP changes for guilds
First steps are done with last updates, still..:
- Allow commanders to choose RP guild type: clan, guild, coalition, corporation, etc. (Changes may be submitted to Mr Whistler).
- Add one more column in guild section of VO website called "Guild type" or "Structure", whatever
- Allow small guilds with limited membership (10-, 20-) to have only CO without council members or lieuts at all.
- Raise fee for guild creation to 20,000,000 credits + take additional 1,000,000 from every guild-council-member that signs guild charter.
- Auto-disband guilds that are inactive for more than 2 weeks.
- Allow CO or Council members to penalize guild members for inactivity or any other reason. Let's say, limit fine up to -50k/24h. Creds go to guildbank. Person can't be penalized more than once a day.
- Allow CO or Council members to grant funds from bank to those guild members that get the job done. e.g. limit +50k/24h.
- Allow commanders to choose RP guild type: clan, guild, coalition, corporation, etc. (Changes may be submitted to Mr Whistler).
- Add one more column in guild section of VO website called "Guild type" or "Structure", whatever
- Allow small guilds with limited membership (10-, 20-) to have only CO without council members or lieuts at all.
- Raise fee for guild creation to 20,000,000 credits + take additional 1,000,000 from every guild-council-member that signs guild charter.
- Auto-disband guilds that are inactive for more than 2 weeks.
- Allow CO or Council members to penalize guild members for inactivity or any other reason. Let's say, limit fine up to -50k/24h. Creds go to guildbank. Person can't be penalized more than once a day.
- Allow CO or Council members to grant funds from bank to those guild members that get the job done. e.g. limit +50k/24h.
A description column on the guild page would be helpful.
Two weeks is too short but an auto disband at 2 months might be ok
Personally most of the rest can be dealt with by simply requiring the original 10 to all be level 3 or better.
Two weeks is too short but an auto disband at 2 months might be ok
Personally most of the rest can be dealt with by simply requiring the original 10 to all be level 3 or better.
Cool ideas; this could really expand the role-play element.
+1
Maybe make it two months instead of two weeks like Pak said.
Guilds have importance and relevance in VO and if they are given more options it will create more gameplay.
Maybe make it two months instead of two weeks like Pak said.
Guilds have importance and relevance in VO and if they are given more options it will create more gameplay.
I like most of this...
"- Raise fee for guild creation to 20,000,000 credits + take additional 1,000,000 from every guild-council-member that signs guild charter."
This I don't like. There was a short lived guild way back... "Newb Fleet". As the name implies it was a guild for newbs. Training, "safety" in numbers kinda thing and a chance for un-guilded newbs to get a feel for group activities. It was a really good idea.
A 20,000,000 guild creation fee would severely limit new players intending to start guilds. Also I can't see nations charging loyal citizens to start nationalist/military guilds anymore than I can see criminal guilds (CHRN, CLM or HAWK) paying a guild formation fee.
"- Auto-disband guilds that are inactive for more than 2 weeks."
There are some great guilds that are fairly inactive, with members or groups popping in infrequently...
SKV, BLAK, SYN... etc... etc... that would perish under this system. One of the best parts about these guilds is that they are so uncommon! It adds surprise when we run into them.
Apart from that... pretty good stuff.
I myself would like to see more options in command structure.
1: Normal/current structure.
2: Council only. No commander or lieutenants, for the truly democratic/equalists
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
"- Raise fee for guild creation to 20,000,000 credits + take additional 1,000,000 from every guild-council-member that signs guild charter."
This I don't like. There was a short lived guild way back... "Newb Fleet". As the name implies it was a guild for newbs. Training, "safety" in numbers kinda thing and a chance for un-guilded newbs to get a feel for group activities. It was a really good idea.
A 20,000,000 guild creation fee would severely limit new players intending to start guilds. Also I can't see nations charging loyal citizens to start nationalist/military guilds anymore than I can see criminal guilds (CHRN, CLM or HAWK) paying a guild formation fee.
"- Auto-disband guilds that are inactive for more than 2 weeks."
There are some great guilds that are fairly inactive, with members or groups popping in infrequently...
SKV, BLAK, SYN... etc... etc... that would perish under this system. One of the best parts about these guilds is that they are so uncommon! It adds surprise when we run into them.
Apart from that... pretty good stuff.
I myself would like to see more options in command structure.
1: Normal/current structure.
2: Council only. No commander or lieutenants, for the truly democratic/equalists
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
+1
2: Council only. No commander or lieutenants, for the truly democratic/equalists
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
+1, anarchist guild system is very interesting idea. Anarchy online, yarr!!
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
+1, anarchist guild system is very interesting idea. Anarchy online, yarr!!
2: Council only. No commander or lieutenants, for the truly democratic/equalists
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
+1, anarchist guild system is very interesting idea. Anarchy online, yarr!!
3: Commander only, for military dictators/cults
4: No command structure... regular members only, for the anarchists out there.
etc...etc...
+1, anarchist guild system is very interesting idea. Anarchy online, yarr!!
As nice as all these would be, they are in all reality... pretty low priority... (given the cappies, economy and faction all need work)... but yeah,it would be nice to see some more options for guild structure.
..soon(tm)..