General design discussion

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Re: General design discussion

Postby Haron » Thu Jun 16, 2016 2:03 pm

I have an idea for a "guild feature". This time, it's actually a feature that WILL be of particular benefit to me. I'm still gonna suggest it, though, because I actually think it IS a good idea in general.

SITUATION: Our guild takes on... certain tasks, from time to time. For which we are paid. Sometimes that payment is in the form of credits, in which case everything is fine. However, at other times, we're being paid in gc. And, being the nice guy that I am, I figure such payments are to the GUILD, and not to me personally. And so I'd like to distribute it.

PROBLEM: Now, this has to be done through banks. And each payment I make, costs me 3 turns. So, distributing gc to every member of my guild, actually costs me a lot of turns.

POSSIBLE SOLUTION: Someone has suggested a "guild treasury". If that is implemented in some form, it may solve my problem. If NOT, I would like some "distribute gc" functionality. If there is no "guild treasury", perhaps such a function can be implemented in the banks? An option to send a specific amount to every people on a list. The list consists of all your guild members, and you can check off who is getting gold from you.

Anyway, having thought about this, I now better understand the need for some sort of "guild treasury". Not really for STORING gc, but for DISTRIBUTING them.
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Re: General design discussion

Postby Captain Jack » Mon Jun 20, 2016 3:42 pm

It's amazing how popular this guild treasury idea is. I have been reading suggestions these days, some from back when we started the game and this idea was always trending high. I am worried for not implementing this after all this time, after all these requests.

I must say that I am grateful to SHM for his earlier post. He brought to the center of our attention the Seafaring aspect of the game. It is one of these moments that you simply cannot decide what to implement next and such posts really help up to put the right priorities.
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Re: General design discussion

Postby Haron » Mon Jun 20, 2016 4:26 pm

Does that mean there's a chance for "wars and blockades"? I think that would be great, and put more emphasis on naval combat!
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Re: General design discussion

Postby Admiral Nelson » Mon Jun 20, 2016 4:53 pm

+1 I love the power of Buried treasure now.
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Re: General design discussion

Postby looser » Mon Jun 20, 2016 4:55 pm

Off topic, content removed. This is a development topic and all replies should be relative to the game development, topic idea. Throwing comments at other players is simply off topic. ~ Cpt Jack
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Re: General design discussion

Postby Stan Rogers » Mon Jun 20, 2016 8:00 pm

Nervous Nelson wrote:+1 I love the power of Buried treasure now.


Aye, now buried treasure has a bit stronger use, it mitigates my want/need for a guild treasury somewhat but,
A guild bank or anything that can be used to reward/ assist new guild members where the gc is not coming out of 1 or 2 members private funds or as Haron points out, a common treasury for the guild to use for guild business whether it be topping up the purse of a member on vacation if needed or helping replace plundered trade fleets of a guildmate or just offering rewards for tasks well done in guild.
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Re: General design discussion

Postby DezNutz » Mon Jun 20, 2016 8:09 pm

Captain Jack wrote:It's amazing how popular this guild treasury idea is. I have been reading suggestions these days, some from back when we started the game and this idea was always trending high. I am worried for not implementing this after all this time, after all these requests.

I must say that I am grateful to SHM for his earlier post. He brought to the center of our attention the Seafaring aspect of the game. It is one of these moments that you simply cannot decide what to implement next and such posts really help up to put the right priorities.


Until a guild can earn GC, and have an additional use for it, like use for developing specialized skills for guild bonuses. A guild treasury seems useless.
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Re: General design discussion

Postby Maha » Mon Oct 24, 2016 1:17 pm

Maha was shortly in a guild that did not function as a guild. not interaction whatsoever. no replies on messages send etc. a sad affair. to avoid these kind of guilds guild development missions could be worked out. each guild level opens the guild to more members and provide extra's.

port-based guild warehouses that are stocked like private warehouses and sell to guild members at a reduced rate. (the market needs a third option for this (sell, store, store guild). when a guild levels up, so does the storage space of the guild warehouse.

guild bank account: each guild get an ID#. the level of the guild influences the maximum balance. senior guild members get to vote on how to spent the guild wealth.

guild tech center: each guild has 15 tech's to develop. members instantly benefit from developed techs when they join. when a guild gains a level one tech can be upgraded. senior members should vote on the tech to upgrade.

open communication: at guild level 5 (random number) the guild master get crystal ball clearance to guild members, at level 10 all senior members get this clearance. also at level come 10 voodoo distribution possibilities which will increase with advancing levels. at the starting level, only 3 cards per day can be distributed, every following level adds a card.

Caretaker: senior members are allowed to act as caretakers to up to 10 fleets for a period up to 30 days. so, a player with 50 fleets needs 5 senior guild members to take care of his fleets if he wants a break from the game. these fleets should be limited in operational usage (e.g. no skirmishing, limited attacks)
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