Forums » Suggestions

Guild Features/Interface

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Apr 22, 2007 Jim Kirk link
Yea, but it is entirely internal control. Guilds should be completely customizable.
May 04, 2007 SilentWave link
Thank you for implementing some of these features such as the Message of the Day and the Guild tab.

Most of these latter suggestions require alot of changes, and I don't think having a guild home station is feasible at this point. Also, owning a guild capital ship is secondary to actually having capital ships flown by players.

As a trading guild, I would like to have a guild station cargo bay that is separate from my own cargo bay. Thus, all my guild members would be able to store goods in the same cargo bay in a given station, allowing for stockpiles and unison sales. Perhaps only the commander or council members would be able to hit the "sell" button for these guild cargo bays. The money would go to the person who hit the "sell" button. It's a logistical nightmare now: I have to wait for all my members with goods at a station to come online so we can all sell at the same time. Otherwise, we lose millions of credits. During this period of waiting for our members, we risk heavy credit losses (which has already hurt us many times, causing some valuable members to leave our guild). Trading convoy bots do it, so why can't we?

Thank you for your consideration.

-ITG Cmdr. Silent~Wave
Jun 01, 2007 Cunjo link
I completely missed this sticky...

ok, so repost from: http://www.vendetta-online.com/x/msgboard/3/15390

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Guild Management Interface Prototype including suggested features.
Defaults are set at the closest thing to our current guild system to demonstrate compatability.

http://skycommand.org/adeck/interface.htm

I didn't include full documentation on the page, but in short:
Guild ranks are managed by a hirearchy of numbers. A guild can have up to 10 ranks total, including the Commander and Default (basic member), and must have a minimum of three ranks total (equiv to commander, council, and member), but only has to use two of them (ranks 1 and 2).

Here are the different settings and what they would do:

Used:
Check to use this rank in your guild. Unchecked, the rank is void.

Default:
Select which rank will be the default entry rank for your guild (basic membership upon /invite). This setting overrides "Selection By" if selected (i.e., if it's the default rank, there is no other selection method aside from /invite and promote/demote)

Level:
Self-titled, it's the rank level. 1 is highest, 10 is lowest. The level is important in expelling, promoting, demoting and voting.

Title:
This is the title of the Rank, that will show up in-game and on the guild page in place of the rank level number. Its purpose is aesthetic and for roleplay. A title can be selected from a list of appropriate titles, or can be typed in and submitted as a request to the devs/guides. If approved, the Custom title can be used by the guild, or may be added to the list of appropriate titles.

Min # of Positions:
The Minimum number of positions for each rank that must be held at any given time to prevent the guild dissolving. If operating at the minimum, certain demotion features will become unavailable. If the guild drops below the minimum for rank 1, the most senior member of rank 2 will be automatically promoted to rank 1. If it drops below the minimum for rank 2, the most senior member of the next highest rank to hold members will be automatically promoted to rank 2. This keeps the guild from dissolving until there are too few total members to keep it afloat.

Max # of Positions:
The maximum number of members who can hold that rank without dev intervention. There is no absolute maximum for ranks 2-10.

Invite:
Members of this rank can invite other players to join the guild at the default rank.

Expel:
Members of this rank can expel any members of the selected rank level or lower.

Promote:
Members of this rank can instantly promote other members up to as high as the selected rank level, but no higher.

Demote:
Members of this rank can instantly demote other members from as high as the selected rank to lower ranks.

Can Vote:
Determines the rank's elegibility to vote in any guild elections. This works together with the "Selection By" setting, to remove the ability for specific ranks to vote.

Selection By:
Determines how members are selected to join the rank within the guild. May choose one of four different methods:
Appointment -- members may be appointed to this rank by members of the selected rank(s).
Election -- members may be elected to hold this rank by voting members of the selected rank(s), and can be voted back out of the rank by the same means. Election type can be selected as a specific percentage majority or as a specific number of total votes.
Seniority -- There are two types of Seniority selections, and those are Hard and Soft. With Soft selections, the most senior members of the lower rank levels are automatically promoted to that rank as places become available (within the max number of positions for that rank). With Hard selection, members are automatically promoted to that rank once they have been a member of the guild for a set number of days (up to 999).
Contribs -- Again there are Soft and Hard selections. With Soft selections, the members who have contributed the most credits to the guild bank are automatically promoted to that rank from lower rank levels as positions become available (and are demoted again if another member surpasses their contributions to take their place). With Hard selections, members are automatically promoted to this rank once they have contributed a set credit amount.

Can Edit:
Determines what special guild information members of the rank have access to. Includes: Guild Name, Guild Acronym, Guild Info Page, and the in-game MotD.

Can Manage:
Determines what management functions members of the rank can perform.
Guild Bank -- if checked, members of this rank can make withdrawls from the Guild Bank. (any member may make deposits)
Guild Storage -- if checked, members of this rank can access the guild inventory and remove items from the Guild's storage facilities. (any member may put items into guild storage)
Special Resources -- if checked, members of this rank may call upon special guild resources, such as ordering capital class ships, special guild equipment, or activaging exclusive guild abilities such as intel nets and command interfaces.
Guild Management -- if checked, members of this rank may modify ranks on the Guild Management Page after the guild's creation.
Jun 02, 2007 MSKanaka link
Looks nice. I would definitely use this interface if it were available.
Jul 09, 2007 MysticRogue link
I agree, it looks good
Oct 12, 2007 Unforgivable link
Definitely a good idea. i JUST started a guild and 2 LTs are already not enough to have someone available to give invites.
Oct 29, 2007 Unforgivable link
I hear Ray is checking this topic. Hey Ray, could you give a sign that you are seeing this? I really want this to be heard and i don't know what to do if there isn't anyone checking this on the dev side of things. Please Ray give me a sign!
Mar 16, 2008 BytesBR link
I Suggest a Stations and Carriers:

I suggest that in the stations to each upgrade a new station adds it the main one, and also to choose enters 5 types of master stations, besides selecting where to be upgrades, to place the doors to park blueprints must be bought and to manufacture in the main one that already it comes with a main door, I believe that it will be well interesting.
Requeriments to Stations:
*Station Basic Training
*Station Basic - Buy for construct
*Trading Bay - Sell Resourses
*Trading Bay Expansion - More Space
*Shipyard Basic - For construct Basic Ship
*Shipyard Adv Blueprint - For update the Shipyard Basic
*"ShipName" Blueprint - For add ships construct
*Radar - For bots protect the stations
*Repair Bay - For Repair
*Repair Training
*Workers

For the Carriers (Or Capital Ships) I suggest the possibility to load lesser ships and to repair, besides being great and powerful, with cannons of great transport, The Councils and Commanders only can order a Ship Capital, and the Lieutenants above can control a Ship Capital.
*Battleship Training
*AutoBot Control - For control of Battle Ship and use other Ships
*Repair Training
*Works - More Works, more fast the repair.
*Repair Bay - For ships stop for repair.

In this link: http://img507.imageshack.us/my.php?image=imperiumshipwu7.png
I show a Ship Capital with configuration of soon in the ship, find that he would be interesting to demonstrate enemy and allies, moreover I could myself in the Stations with Capital Ship Bay be able to add to defense cannons pra attack case when it will be sailing, beyond the ships bots, the Skull is the Imperium in BMP photo.

Also I have another idea, power to create galaxy where guild has a station, functioning with more than 72 hours, the galaxy must be protected by drones of protection next to the stations, each galaxy if it connects with another one with this guild that it will have galaxy more protected correctly must be during 1 month the king of the universe, only the Concils, Leader and Oficcers can Protect a Galaxy, and Leaders and Concils can own

Sorry for my english, im Brazilian :)
Jun 10, 2008 Unit382456 link
[quote]To fix the guild tag thing, how about this since it works in EVE..
you can choose a background color, a back icon, and another icon on top of that. So you can have a black background, crossbone back icon, and a skull top icon, jolly roger! This way it is impossible to make an inappropriate guild decal. and the computer only needs to load the different parts to the guild tag.[/quote]

Thats how they did it in Planetside. Instead of people uploading in-appropriate logos they could pick between a set of Pre-made logos that aren't inappropriate.

This is just a copy-and-paste of some guild station rules I thought would be useful.

"1. Guild's must provide their own resources. The miners must collect a certain amount of resources and rendezvous at the construction site, at which the guild leader will initiate the construction project.

2. Guild Stations cannot be within 3-4 sectors of a NPC Station or another Guild Station.

3. Guild stations can buy/sell stock & inventory. HOWEVER, in order for a GS to sell items, Guild Members must acquire these items via buying them from other stations or looting them from space junk/debris.

4. Guild Stations can repair ships. But instead of costing credits, they will cost resources. For example:

2% Nose Damage = 3 Carbonite Ore
54% Body Damage = 62 Purified Xithrite Ore

Of course, these resources will either have to be purchased or mined or looted and unloaded at the Guild Station.

5. Guild Stations can have automated defenses. However, they must not exceed 1000m Attack Range and each station cannot have more than 4.

6. Guild Stations cannot be built in Wormhole Sectors.

7. Guild Stations can be used as a Home Station/Home Base.

8. Guilds that have war Status with each other cannot dock at enemy Guild Stations. (Guild 1 hates Guild 2, they have a war, etc.)

9. Guilds can have a MAX of 1 Station.

10. Guild Leaders & select Guild Officers and/or members can create Guild Missions that are posted on the guild Station board.
However, they cannot award credits unless credits have been deposited in the Guild Bank."

The thought of Guilds having Carriers worries me. Say for example, "Super-Huge Guild 1" has 5000 members. They then have 30 stations, 50 Carriers, and wherever they go they have enough Firepower to Eliminate anything.

I think there should be a limit to the amount of Carriers and Stations a Guild can own. If a Guild has to many Carriers, it would be far to easy for the guild to repair and rearm ships during a Major Invasion or Counter-Invasion attack (and etc.)
Same thing goes for the Stations. If a station had too many defenses, it could get quite unbalanced and give the defenders a major advantage and make it unfair for game play.
Jul 28, 2008 Yuutuu1 link
Ok here are some features that I enjoyed from EnB about guilds.

Guilds had the ability to move up and down in a ranking system which included things like: mining, trade, manufacturing, missions, kills, overall, members, etc etc.

I think all should be added in but instead of members, active members should be there which counts the last month's active number of members the guild has had.

Also i think guild bank ranking would be a good ranking feature.
Could be a fun and competitive way for Guilds to compete.

/guild rank and it should pop up!
Jul 28, 2008 stackman122 link
Note to: Unit382456

I like the ideas, my concern is the resource amassing.

We have guilds like the Vipers that are naught but simple fighters. Will they have to dedicate tons of time to get anything done at their guild station? Credits are the currency of the 'verse, I propose that stations be able to acquire whatever they need via a voy from another station.

They simply post the order, the station sends the voy with its usual compliment of support and the guild members (if the shipment is important) move to support it as well. This would also add a new dynamic to voy popping.

We could also make it possible for guild stations to develop rare weapons, ships, or commodities. Available for trade to other stations or guild stations. This would also necessitate the introduction of a guild station channel only available to Cmdrs and Lts in station.

Guild stations owned by miners will of course will do very well. But I do believe that such a system could introduce a viable outlet for all these credits that I have amassed.

Comments, thoughts and whining are welcome.
Jul 29, 2008 FatStrat85 link
Guild Stations can repair ships. But instead of costing credits, they will cost resources.

This is interesting. A guild would have to stockpile purified (mined) ores to build equipment. Guilds that are "naught but simple fighters" could buy purified ores from other players or guilds. Then, each ship you craft costs a certain quantity of certain ores. The guild would set a price for the equipment that leaves a reasonable profit margin. This would be a huge step towards a player-driven economy, and it seems like it would be fairly simple.
May 02, 2009 Aticephyr link
I would like to have a guild station cargo bay that is separate from my own cargo bay.
At SilentWave: I am 100% in agreement.
There is currently a thread that has re-stated this idea (link below).

http://www.vendetta-online.com/x/msgboard/3/21223#262649
Oct 07, 2009 Restayvien link
A few quick questions/clarifications:

- Will/do guild stations show up on grid map?
- Can the only be built in grey space?
- Can guilds be 'aligned' to a particular race?

- How much of the ideas in this thread have been implemented so far, if any? I didn't see anything about guilds or player-owened stations in the FAQ or tutorials etc

This is the coolest thread I have found on here so far. ^^
Aug 10, 2010 Alloh link
My ideas for Guilds:

1) Obvious, add guild tag to player names!

2) Make possible to guilds to own and operate:
2.1. Stations
2.2. Capships, or at least tridents
2.3. Shop
, probably in 2.1.station, where it can set the prices for sold items.
2.4. Shared storage

3) Declare another guild Enemy, Neutral or Friendly.
It reflects only in guild members radar, and shows in Comm/Guild tab.

--->
This does not remove anything existing, only extends existing options to guilds also. Like, both a player or a guild can own ConqStations.
Nov 20, 2010 Yuutuu1 link
Guild Purchasable 3rd LT

At various points in the game there have existed three lieutenants in a guild. I think that guilds should have the option to purchase a third lieutenant slot for a large sum of money. This would not only be the first step to greater customization of guild ranks but this could also be a great credit sink that could lead to guilds finally spending their hard earned and long saved cash.

I'm thinking this could cost anywhere from 100mil-500mil and it would be a one time mission.
Jun 20, 2011 pirren link
This a two-part post. The first part deals with guild features. The second with a /guild interface.

Interesting, but after 7 years almost every suggestion here still needs to be implemented..