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Demsity

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  1. Ahoy fellow captains! I have some suggestions regarding the clans. First and foremost, "Clans" is not an appropriate name for this in the age of sail. It just feels wrong. I have an idea to expand on the "Clan" mechanic. Feel free to agree or disagree, and if you so wish, flesh out my ideas. How the system works now (Feel free to correct me if I´m wrong): Creator: This is the creator of the clan. He/She/It has full control over clan mails, Withdrawal and deposit of the clan warehouse. Can also disband the clan (?) Officer: Has the same control as the creator, except for disbanding the clan. Member: Limited control over the clan, can deposit intro the clan warehouse but that's about it. There is also no restriction on what members can deposit. This system works for the most part, but as I have seen by other captains, there is a demand for a middle "rank" in the clan hierarchy. And thus we make it to my proposed clan mechanics. Introducing Company's: The idea behind Company´s is that they are a reference to trade company´s. Private organisations with support from the rulers which help and assist the realm in its conquest. Company´s have a slightly different hierarchy than the current clans, It goes as follows: Grand Master: The Grand Master is the creator of the Company. He/She/It has full control over the company. Can also promote a Company member to Grand Master if He/She/It is to retire. Can also promote/demote company members through out the ranks. Can also promote Masters. Master: This would be the equivalent of the current officer, the Grand Masters most trusted members. They will have full control over the Company apart from promoting a new Grand Master. They will also have some other responsibility which I will talk about further down. Can also promote/demote company members through out the ranks with the exception of other Masters. The ranks above can be seen as the leadership or council of the clan. Now come the Member ranks, or "worker" ranks. The worker ranks can invite players to the company, but it must be approved by the Grand Master or a Master. Captain: (cant think of a better name for this rank, feel free to come with suggestions) This is the soldier of the Company. Their role in the company is the protection of the traders, by the means of escorting traders and securing trade routes. They are also responsible for the sabotage of enemy company´s economy, hunting traders, blockading ports etc. They can deposit to the company´s warehouse without restrictions. Members of this rank also get a 10% discount in any friendly port for repairs. Builder: This is the crafter´s. The rank that keeps the company afloat. Due to being crafter´s, they have unrestricted access to the warehouse, withdrawal and deposit. Members of this rank get a 5% labour hour discount for crating in friendly ports. Trader: This is the traders of the company, they sail deep in to enemy waters to acquire rare resources. They also supply the colony's with supplies, hull repair and rig repair. They often need a escort by the Capitan rank. They can deposit in to the warehouse without restrictions. Members of this rank get a 10 % gold discount for placing contracts. The following rank is the recruits of the company, they have limited control. Initiate: All new players end up in this rank. They can deposit into the warehouse, but the deposit must be approved by a Master or the Grand Master. (to stop the warehouse getting full of basic 4 pd cannons and stuff like that). They cannot invite new members to the company. The description of these ranks are purely from a lore perspective, the players off course do as they please. To point of having these worker ranks is that they provide a small bonus in their respective area. The parameters for these bonuses are purely made up numbers, can be adjusted and other bonuses might be even better. The pirate might have other names for the ranks, just as a cosmetic feature for the Pirates. Company warehouse: The warehouse as it now works fine for the most part, however some changes are needed. 1. Warehouse Expands with the Company The base line for the warehouse is say 100 slots. With 5 players this goes up to 150 for example. The expansion should be much bigger in the begging, to help small company´s. For example, up to 20 players the warehouse expands every 5 players. After that it expands every 10th player up to say 100 players. And after that by every 20th player it expands. You get the point. 2. A ledger for the warehouse. A ledger for what player deposited or withdrew what is crucial. To see if any player is stealing or who is storing those basic 4pd cannons, taking up space. 3. Restrictions The Grand Master and the Masters should be able to restrict certain category's. For example, only the Grand Master can withdraw gold. Only the Builders can withdraw materials. You get the point. A few new mechanics would be needed in the game for this to work and i´m not even sure if its possible with the current engine. I apologise for any grammatical or spelling error in this rant of mine. Is this a bad idea? is the current system working just fine? Feel free to discuss to your hearths content. See you on the horizon. Signed: Demsity
  2. 4:26 "Boarding Succesful 50% ship hull repaired" Oh boy...
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