Guild Takeover
Posted: Mon Nov 14, 2016 8:37 pm
Ahoy all,
Thanks to Shadowood, we have a new idea for a game feature. This is an early discussion where I will present you the idea. We feel that this feature is very good to be added as soon as possible in the game. So, if discussion is fruitful in a quick way, the suggestion and implementation will follow up equally fast.
Without further undo, here is the initial idea:
Objective:
-Takeover position of an inactive guildmaster
Now, especially when speaking about guildmates, this is already happening. Most of the time, we will accept a request from an active member to (or the highest ranked active member) to replace the inactive guildmaster. So, having a scripted way to do this, is not only better for the gameplay but also better for administration as it cuts on time needed for support (this is always a good thing).
Functionality
Interested player will need to initiate a mission. There will be criteria on what exactly the mission will require for the takeover to be successful.
The player should not request the mission from anyone. There can be a special link that will appear at the public guild page when a guildmaster is inactive. The interested player will follow this link to initiate his own personal takeover adventure.
Criteria
First of all, by criteria we mean the requirements needed for a) the mission to be possible and b)the mission to be successful.
Secondly, there will be different criteria for guildmates and different criteria for foreigners.
A)Leadership takeover
This is when guildmates will attempt to take over the position. The following criteria must be met to initiate the takeover.
1.Guildmaster has not logged in at all in the last 30 days.
2.Guildmaster has spent less than 500 turns in the last 90 days.
If these criteria are met, then any member will be able to start a mission for the leadership position.
The mission given for guildmates, could be the following:
-The initiator will need to pledge/mark 1 fleet for the takeover attempt. This fleet will receive a special rule: For the duration of the mission, the owner will not be able to add or remove any ships.
-If the fleet ends up empty of ships, the mission fails.
-Once the mission starts, all guildmates are alerted that a new challenge is now active. Notifications will kick in normally.
-The initiator may cancel the mission at any time.
-You will not be able to start a new challenge for at least 2 weeks in the same guild if you fail or cancel.
-Alerted guildmates that become active can either passively accept this or oppose the initiator.
-To oppose an initiator, the guild rank will play a role. If your rank is higher, then once you oppose him the initiator will need to take away your own pledged fleet. If your rank is lower, you will pledge no fleet but you will need to completely wipe off the ships in the pledged fleet of the initiator.
-If the guildmaster returns active while the challenge is open, he will be given 3 natural choices like any other guildmate: a)Passively accept the challenge and lose the position, b)Oppose like everyone else (the initiator will always need to take away the guildmaster pledged fleet), c)PErsuade your guildmate to cancel it. As it is obvious, nothing special happens if guildmaster returns; the contest is still on.
-There will be a timeframe given for all to become possible. At the end of this time limit, the mission will end. The result will be relative to the actions taken. Time limits could be as listed below:
*Initiator issues the challenge. All guildmates have 3 days to declare opposition.
*If no one declares opposition, then the mission is successful at the end of the 3 days.
*If anyone declares opposition at anytime, then the mission will expire 3 days more later (6 days total).
*Once the time expires, then the game will resolve the outcome.
B)Guild takeover
This will happen when a foreigner will attempt to take guild leadership. The criteria here will be different for the mission to be possible:
1.Guildmaster has not logged in at all in the last 60 days.
2.Guildmaster has spent less than 500 turns in the last 90 days.
We practically give guilds a window of 30 days before foreigners can do the same.
The same rules will apply for foreigners. The difference is that the offender will always need to take off the fleets of the opposing remaining guildmates.
Rules Conflict Resolution
-If more than one challenges are active, then the one that resolves successful first, makes all the rest fail.
This means that you cannot challenge the new guildmaster as these missions will be guildmaster specific, not guild specific.
-Returning Guildmasters will have pretty limited access to guild manage panels during the challenge.
-Any would be able to participate during this challenges. This is because the objective for the missions will be always a fleet and the mission outcome is dependent on the fleet survival; anyone can target a fleet.
-Guilds that have all their members inactive, will mean that no one can oppose. However, outsiders will still possible to destroy the pledged fleet of the initiator and stop the takeover.
-Multiple initiations will be possible.
Extra details
-Most guilds can currently be removed at anytime by their guildmasters. Some, require administration approval. We can make this mission-based as well - when a guildmaster wants to remove the guild, the same procedure will be followed. In this way anyone could stop him from doing so. This will be particularly important for guilds that will have assets (buildings etc). Guildmasters will be able to purchase this extra protection. Meaning that if the previous guildmaster has not paid this protection (in gold coins) then the removal will not require a contest.
Options/Points/Questions/Suggestion/Approval/Feedback in general is welcomed. Remember, this is the first sketch of our idea. Which means that everything is on the table.
Thanks to Shadowood, we have a new idea for a game feature. This is an early discussion where I will present you the idea. We feel that this feature is very good to be added as soon as possible in the game. So, if discussion is fruitful in a quick way, the suggestion and implementation will follow up equally fast.
Without further undo, here is the initial idea:
Objective:
-Takeover position of an inactive guildmaster
Now, especially when speaking about guildmates, this is already happening. Most of the time, we will accept a request from an active member to (or the highest ranked active member) to replace the inactive guildmaster. So, having a scripted way to do this, is not only better for the gameplay but also better for administration as it cuts on time needed for support (this is always a good thing).
Functionality
Interested player will need to initiate a mission. There will be criteria on what exactly the mission will require for the takeover to be successful.
The player should not request the mission from anyone. There can be a special link that will appear at the public guild page when a guildmaster is inactive. The interested player will follow this link to initiate his own personal takeover adventure.
Criteria
First of all, by criteria we mean the requirements needed for a) the mission to be possible and b)the mission to be successful.
Secondly, there will be different criteria for guildmates and different criteria for foreigners.
A)Leadership takeover
This is when guildmates will attempt to take over the position. The following criteria must be met to initiate the takeover.
1.Guildmaster has not logged in at all in the last 30 days.
2.Guildmaster has spent less than 500 turns in the last 90 days.
If these criteria are met, then any member will be able to start a mission for the leadership position.
The mission given for guildmates, could be the following:
-The initiator will need to pledge/mark 1 fleet for the takeover attempt. This fleet will receive a special rule: For the duration of the mission, the owner will not be able to add or remove any ships.
-If the fleet ends up empty of ships, the mission fails.
-Once the mission starts, all guildmates are alerted that a new challenge is now active. Notifications will kick in normally.
-The initiator may cancel the mission at any time.
-You will not be able to start a new challenge for at least 2 weeks in the same guild if you fail or cancel.
-Alerted guildmates that become active can either passively accept this or oppose the initiator.
-To oppose an initiator, the guild rank will play a role. If your rank is higher, then once you oppose him the initiator will need to take away your own pledged fleet. If your rank is lower, you will pledge no fleet but you will need to completely wipe off the ships in the pledged fleet of the initiator.
-If the guildmaster returns active while the challenge is open, he will be given 3 natural choices like any other guildmate: a)Passively accept the challenge and lose the position, b)Oppose like everyone else (the initiator will always need to take away the guildmaster pledged fleet), c)PErsuade your guildmate to cancel it. As it is obvious, nothing special happens if guildmaster returns; the contest is still on.
-There will be a timeframe given for all to become possible. At the end of this time limit, the mission will end. The result will be relative to the actions taken. Time limits could be as listed below:
*Initiator issues the challenge. All guildmates have 3 days to declare opposition.
*If no one declares opposition, then the mission is successful at the end of the 3 days.
*If anyone declares opposition at anytime, then the mission will expire 3 days more later (6 days total).
*Once the time expires, then the game will resolve the outcome.
B)Guild takeover
This will happen when a foreigner will attempt to take guild leadership. The criteria here will be different for the mission to be possible:
1.Guildmaster has not logged in at all in the last 60 days.
2.Guildmaster has spent less than 500 turns in the last 90 days.
We practically give guilds a window of 30 days before foreigners can do the same.
The same rules will apply for foreigners. The difference is that the offender will always need to take off the fleets of the opposing remaining guildmates.
Rules Conflict Resolution
-If more than one challenges are active, then the one that resolves successful first, makes all the rest fail.
This means that you cannot challenge the new guildmaster as these missions will be guildmaster specific, not guild specific.
-Returning Guildmasters will have pretty limited access to guild manage panels during the challenge.
-Any would be able to participate during this challenges. This is because the objective for the missions will be always a fleet and the mission outcome is dependent on the fleet survival; anyone can target a fleet.
-Guilds that have all their members inactive, will mean that no one can oppose. However, outsiders will still possible to destroy the pledged fleet of the initiator and stop the takeover.
-Multiple initiations will be possible.
Extra details
-Most guilds can currently be removed at anytime by their guildmasters. Some, require administration approval. We can make this mission-based as well - when a guildmaster wants to remove the guild, the same procedure will be followed. In this way anyone could stop him from doing so. This will be particularly important for guilds that will have assets (buildings etc). Guildmasters will be able to purchase this extra protection. Meaning that if the previous guildmaster has not paid this protection (in gold coins) then the removal will not require a contest.
Options/Points/Questions/Suggestion/Approval/Feedback in general is welcomed. Remember, this is the first sketch of our idea. Which means that everything is on the table.