Idea - Guild Types (Mercenarys)

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Re: Idea - Guild Types (Mercenarys)

Postby John rackham » Mon May 21, 2012 11:29 pm

If crew quality and Officer training proposals are implemented (for all players not just guild members) guilds could have...
Naval College: improved Captain and Admiral training.
Apprenticeships: improved Merchant training.
Sail Training Ship: improved crew sailing skills.
Gunnery Range: improved crew fighting skills.

What of players who don't want to join a guild and can't afford to develop their own? Would they be left at a disadvantage in what they could achieve vs guild members?
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Re: Idea - Guild Types (Mercenarys)

Postby Hawk » Wed May 23, 2012 11:23 am

John rackham wrote:What of players who don't want to join a guild and can't afford to develop their own? Would they be left at a disadvantage in what they could achieve vs guild members?

I must say they would be.. Any player not in a guild would be at a disadvantage :|

There are also many players (myself included) that enjoy playing solo. It seems guild abilities would need to not include any offensive or defensive perks. I would even say that any abilities which are not guild related should not be implemented..

With that said, the only abilities I can think of are:
Guild Banks
Trading between members
Payment (Mercenary guilds)
Detailed member info (for ranking officers to check on other members)

I do not think think that a points system would suit these, which makes me look back at my original post about guild types.
Perhaps a point based ability system, would be best for each individual player to have
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Re: Idea - Guild Types (Mercenarys)

Postby Captain Jack » Sun Sep 16, 2012 2:49 pm

This idea is good and eventually it can be included in our greater plan for this game.

What needed right now is a briefing which will summarize the idea so far.

Elements that need to be added is how exactly these abilities will be chosen. One potentially good idea is to do this with attribute points which guilds will earn with 2 ways:
a)Over time (Like +1 point per week)
b)Over successful wars ( viewtopic.php?f=5&t=209 )
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Re: Idea - Guild Types (Mercenarys)

Postby Captain Blue » Mon Sep 17, 2012 8:25 pm

John rackham wrote:What of players who don't want to join a guild and can't afford to develop their own? Would they be left at a disadvantage in what they could achieve vs guild members?



how about those players who is not in a guild can develop their skills by paying at a specific port? but before they can improve their skill they need to do a quest... so it would be paying some gold and doing a quest
Follow Your Dreams & No Matter What, Protect Your Pirate Honor!
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Re: Idea - Guild Types (Mercenarys)

Postby Xepshunall » Tue Sep 18, 2012 1:02 am

I'm in favor of many of the ideas posted here. One that I particularly disagree with is the idea of using fame points to pay for guild abilities. As a player with no interest in having fame, I could see where my guild would have a distinct advantage because I would give all of my fame to my guild. Now imagine you were a player who was fighting the current leader of the Fame roster. The leader could simply donate his fame to his guild to avoid losing it to an aggressor thus giving his guild advantages.
If battle capabilities can be directly, or indirectly, effected by guild abilities, where does that leave a solo player. Could these battle advantages be limited to combat against members of rival guilds?
I believe that guilds are only as good as their members and the cooperative relationships between the members. I can see that if Guild abilities were in any way related to fame or gold that is currently in existence, some guilds would start out with a lead on those guilds which are newly established. I would suggest that all guild abilities start their growth to unlocking at zero and be dependent on performance after the date and time of implementation. If they are related to fame and gold then the advantage is already well established.
I would like to throw in that maybe part or all of the computation for a days points take into account the number of members and the percentage of players who were active at some point that day and that a penalty be applied to the final number for each member who was not active at some time that day. Not just signed in but took a significant action.
Yesterday I gave my all. Today I'll give more. Tomorrow, I'll take back what you took for granted.
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Re: Idea - Guild Types (Mercenarys)

Postby PhoenixKnight » Wed Oct 10, 2018 2:26 am

Bump for chal
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Re: Idea - Guild Types (Mercenarys)

Postby ChaIbaud » Wed Oct 10, 2018 2:33 am

PhoenixKnight wrote:Bump for chal

this is 5 years old! clearly all of their input on this worked!! merc is a thing you need a little sleep your highness mr phoenix
PM me any complaints (10M gold coin wire fee is mandatory).
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