Clan Features

Started by Severus, April 20, 2013, 01:13:42 PM

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Severus

Just had a minor brain wave regarding clan features.

The initial idea was to do with assigning physical responsibility and activities to different ranks as both an alternative and addition to the existing 'permission' settings.

The main idea that sprung from this was to do with clan banks and clan vaults; the idea that clans could have one vault and one bank that members could have access to. This links to adding a non-fight element to clans; such as a 'treasurer' or 'secretary' rank. They would be in charge of obtaining, collecting and selling clan items - they would also be in charge of clan funds and increasing revenue. They could also be in charge of who has permission to enter vaults and add limits to what each player could withdraw (maybe as a percentage?).

So, I was on Skype talking about this idea when Ash piped up and said, "What would the purpose of clan money be?" I thought this was a great question.

One example was that clans could 'buy' property - they could buy two parts of property; a license to a property and then the actual property itself - this is so that clans don't go on a crazy buying streak; i.e. there is a control on it. A similar concept to student housing, except on a much smaller scale. For example, the Death Eater clan could buy a very small building - no bigger than the trans class for arguments sake - to set up a Borgin and Burke's business. The revenue made could be used for 'clan' use such as 'hiring hitmen' or 'bribing Aurors'. Aurors could use the clan money for 'wanted' ads or to be able to fund player-held events that self-promote the clan. Alternatively, the revenue could be spent on upgrades for buildings, clan vaults, robes - or other. A rank for 'Clan Businessman' or 'Clan Executive' or something could be made as another non-fighting rank that would have to work with the clan treasurer to succeed; adding an element to clans other than just free for all duelling.

Another idea here was 'clan capacity'. Clans when they start currently have the ability to hire any amount of players. For example, the HA could hire the 20 top players in the game at no charge and completely leave the DE at a disadvantage; and vica verca. The idea of a clan capacity is, excluding the Head of clan, each clan would start with the ability to hire 7 players for free; i.e. the clan capacity is 7. Then, for a sum of money, clans could pay to upgrade their capacity; "How much would you like to expand your capacity by? Enter amount"; "You have upgraded your clan capacity by 1 for 300,000 gold." This makes clan recruiting and hiring much more detailed and thought about instead of a wild shooting of hiring players.

You could add much more to this, alter it, include cross-clan business takeovers if other clans go bankrupt - or even go as far as to put prices on a player's head for clan roster exchanges as a submission during bankruptcy. Maybe that's going too far, but I'm just being creative.

[Edit]: During Clan Wars, the losers of the overall rounds must pay a lump sum (pre-set) to the victorious clan - this could also tie-in to stakes set/like a gambling type element.

Add! Go!

Skystone


Current:
Ravenclaw Graduate
DJ

Former:
Head Auror
Dragon
MagDeluxe Reporter
Charms Professor
COMC Professor



Linshon

Clan banks and clan vaults. Just like Ash my initial question here was "What would be the point of it?" . It's a cool idea to have a bank for your clan to share things cause if you are in the same clan you usually are more keen to sharing items than with people you don't know outside the clan however that can be done with just simple drop trades or access to personal vaults. You bring up the point of something like using it to "Hire hitmen" or Bribe Aurors. Well then your looking at things that can already be done now with personal money, why add in a whole new clan bank and clan system when you can just give that money to the HDE and entrust them to hire hitmen or bribe aurors to spy? Property is another thing that would be complicated really. By adding in the business aspect of it and everything I like that there is now another location for auror/DE's to fight and cause fighting problems but at the same time we haven't had player housing yet so incoorperating a property type thing is going to be difficult to do until we get to that stage and even then the idea needs refining/thought out.

Clan capacity is a bad idea in my opinion as well. If you begin to limit the clan capacity you start to limit which players can have a shot at a clan and it becomes an elitist organization at that point because the spots on the "team" become limited. It would add more competition to people to want to be in them, sure, but it would also give new players 0 chances of joining clans (which is one of the main ways they make friends) because of the clique type attitude among twc. You could argue that "well you can always buy more capacity" but then at that point theres always another friend or great fighter in line to join next and by that point your talking around 5mil sinked into clan capacity before even having a chance at bringing in players from outside the circle.

As far as your edit, now that is an interesting idea. After clan wars add some motivation for teams to step up and try to win beside just a point value. I think there is potential in some of your ideas but the purposes of off and that a bit more thought into em would be great.

Severus

Yeah I totally understand your points. That's cool. I'd like to hear other opinions on it as well - is there ways any ideas could be altered/improved?

Furthermore, taking the focus away from the actual feature ideas, I would like to get some feedback on the concept idea. Would people enjoy clans more if there were more non-fighting aspects? I mentioned things such as clan businessmen, executives, treasurers and secretarys; you could also add things in like potion makers (if that became an actual thing) or player guides. With new features come new ranks and more versatility to clans giving them a more appealing and realistic feel.

Do others agree or am I barking up the wrong tree?

Skystone

Quote from: Linshon on April 20, 2013, 01:35:32 PM
Clan banks and clan vaults. Just like Ash my initial question here was "What would be the point of it?" . It's a cool idea to have a bank for your clan to share things cause if you are in the same clan you usually are more keen to sharing items than with people you don't know outside the clan however that can be done with just simple drop trades or access to personal vaults.

The vault would basically be like the armory of a clan.

You could put all sorts of equipment in their that would be useful for the clan.


  • Magical eyes
  • Cloaks for infiltrating
  • Brooms for quidditch
  • And if potions come out there will be an even better use as people could just drop tested potions that would be valuable to the clan.

I can see clan vaults used nicely. It would be like a community chest that would help those that don't have the available items, for whatever event they're heading to.


Current:
Ravenclaw Graduate
DJ

Former:
Head Auror
Dragon
MagDeluxe Reporter
Charms Professor
COMC Professor



Linshon

Quote from: Skystone on April 20, 2013, 01:46:35 PM
Quote from: Linshon on April 20, 2013, 01:35:32 PM
Clan banks and clan vaults. Just like Ash my initial question here was "What would be the point of it?" . It's a cool idea to have a bank for your clan to share things cause if you are in the same clan you usually are more keen to sharing items than with people you don't know outside the clan however that can be done with just simple drop trades or access to personal vaults.

The vault would basically be like the armory of a clan.

You could put all sorts of equipment in their that would be useful for the clan.

How many players out there, aside from magicial eyes, do you know that don't have invis cloaks/brooms/etc or that couldn't get one quickly if they wanted to? And on the magical eye note, I don't think someone is going to trust the entire clan to have access to theirs with the possibility someone takes it. Granted there are a possible 10 of them but that doesnt guarentee GM's will be able to find out who stole the clans.

Skystone

Quote from: Linshon on April 20, 2013, 02:07:13 PM
Quote from: Skystone on April 20, 2013, 01:46:35 PM
Quote from: Linshon on April 20, 2013, 01:35:32 PM
Clan banks and clan vaults. Just like Ash my initial question here was "What would be the point of it?" . It's a cool idea to have a bank for your clan to share things cause if you are in the same clan you usually are more keen to sharing items than with people you don't know outside the clan however that can be done with just simple drop trades or access to personal vaults.

The vault would basically be like the armory of a clan.

You could put all sorts of equipment in their that would be useful for the clan.

How many players out there, aside from magicial eyes, do you know that don't have invis cloaks/brooms/etc or that couldn't get one quickly if they wanted to? And on the magical eye note, I don't think someone is going to trust the entire clan to have access to theirs with the possibility someone takes it. Granted there are a possible 10 of them but that doesnt guarentee GM's will be able to find out who stole the clans.

There are other items that could be valuable too. Things like Hero's Brace, different Wands, Wigs, Valuable Scrolls, Information about things, potions (if they get introduced), customizing items, secrets, etc.

Clans could lock out players that are new or considered suspicious. There could also be an automatic log that keeps track of people who went in and out of the armory with what that the HDE or HA could access (or treasurer as Sev mentioned before).

Current:
Ravenclaw Graduate
DJ

Former:
Head Auror
Dragon
MagDeluxe Reporter
Charms Professor
COMC Professor