Forums » Suggestions

Guild Features/Interface

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Feb 24, 2005 RexxLaww link
Previously mentioned, but worth mentioning again...

Bases.

Modular Guild bases. Expandable. Tie them into the economy. Allow them to have defenses. Make the guilds pay to park them in space (ie Real Estate).

Allow PvP Base Raids. Let them be colorful. Let them be near asteroids. Or away.

Add a license for Construction. Guild Leader and/or Guild has rankings in this license.

This would be a great Credit Sink and incentive to have a nice Guild/Clan/Corp/Supergroup/whathaveyou.

Nice idea on the Guild Missions too.
Mar 28, 2005 epadafunk link
i didnt want to read the whole thing so i dont know if this was suggested already, but:

there should be a rule that if a guild has no members of the council, or the commander ingame for more than a month, then the guild is automatically disbanded
Apr 12, 2005 Chikira link
Seeing that I currently feel that it is impossible to start a guild with Nine councilmen required to start, I feel we need to simply make it that the commander of the guild can create it without anyones help and then start advertising it, telling about his plans etc.

Basically the requirments to make a guild as of now are to high and no one has a chance of creating one.

Also a question to the developers, have you taken any of the Ideas in this thread to heart, and are you working on it?
Apr 22, 2005 roguelazer link
The reqs aren't really that high. Look at all the guilds that already exist.
May 29, 2005 Seraph link
I like Chikira's idea—I would up the limit to three or four people, but I also like the entrepeneurial Commander approach. Perhaps just one or two people help form a Guild, just so we don't have Guilds everywhere titled "This is a test" (hey, after the Guild is empty, it's disbanded). But ten is making a little hard for me, as a person who's thought out his guild carefully and has designed it to add flavor to the game; even trade Guilds have to get people to join first, then leave the Guild in order to create it. Seen it happen.

Sure, I've put limitations on what my Guild members can do (no CtC and anti-nation fighting), but that's part of the point. Without that, we'll just be stuck with your basic pirate, trader, and nation guilds forever, unless we double our player-population. For instance, we'll never have a Guild of Photographers, even though someone made the suggestion once and it was a really cool idea (a Guild about getting good screenshots); but there just aren't enough people who want to take screenshots all day, though there were two or three people that were willing to do it and were excited about the idea. Aside from them having even more fun in the game, and following the path they wanted to ("role-playing", right?), we just missed out on killer screenshots.

It's the balance needed to filter spam-Guilds, but allow alternative Guilds to grow. Right now, I say it's too high. Four is my recommendation, including the commander.
Though, admittedly, having a bunch of "teh 1337 crew"'s around scares me too. Syndicate will pirate them for us. Just need to find the magic balance.
May 31, 2005 Pixelcat link
Guilds should be able to initiate hostile takovers of other guilds or peacefully combine.
May 31, 2005 roguelazer link
"hostile takeovers"

"Welcome to Corporate Merger Sim 2005. You've just been outsourced! Thanks for playing, and be sure to join us for Turbo Bass Dance Dance Fishing 2006."
Jun 18, 2005 smittens link
This thread had some good ideas! MOTD was put in place, but the others? I'm really itching for customizable hierarchy.
Jul 13, 2005 johnhawl218 link
commander only command:

/guild war start "guildname"
/guild war end "guildname"

This would mark all those of a particular guild, regardless of individual faction standing as red on your radar screen and would make them "killable" to you if not already, and same for them if you are of good faction with them.

would be good for pirate guilds with some members still having good factions.
Jul 14, 2005 roguelazer link
You mean like Item #3 in the original post? :P
Jul 14, 2005 johnhawl218 link
exactly, but I thought it needed to be expanded on and reiterated!! =P
Apr 11, 2006 Doukutsu link
We definitely need most of the stuff people have put here, but another thing that would be REALLY REALLY useful is a "last time online" list - that could combine with the in-station guild list... It tells you the last time that person was online (i.e. 3 hours ago... 2 days ago.. 7 months ago...).

Sooo... a quick compilation of some of the previous suggestions:

**Guild bank (commander [could be delegated to other guild members by cmdr?] authorizes withdrawals) maybe only possible to withdraw / deposit while at a station?
**Guild member list online times (see above)
**Guild notes, news, and MOTD
**Guild-owned items info (names, locations, and info regarding guild-owned capitol ships, stations, etc. Could be easily combined with the guild bank feature).
**Better guild management system (i.e. votes counting after you go off-line, easier delegation options, etc.)
**GUILD MEMBERS SHOW UP AS GREEN (or maybe even another color entirely) ON RADAR!!! And your iff comp recognizes them as friendly.
**An in-flight guild/buddy list... perhaps showing what ship and/or sector each member is in.

Come on devs! We need this stuff! It would certainly make the game much more attractive to newer players, as well as keeping paying customers paying.
Apr 11, 2006 Person link
And, I'm not sure if it currently works this way, but since there are NEVER enough members or council members online at once to do anything, the votes should stay even when the member logs off.
Jun 10, 2006 roguelazer link
Maybe we could get some of these features now, devs? :P
Aug 29, 2006 UniX link
Some really nice suggestions here, but, why do stuff as declaring war on another guild with /guild declare war "guildname" instead of doing it menuwise, or ending a war with /guild end .. . .. .

Why do you have to have so many council members to be able to decide further actions of your corporation ?

Give the persons in charge a share to vote with or whatever, or make it so that you only have one CEO that makes the decisions, if somebody doesn't like it, fine, leave the corporation.
Sep 08, 2006 RaWolfe link
As I already told my idea to one of the Dev, I will be charing this also with you ^^

My idea on a Guild interface is the same idea following that the Dev are on about. Meaning that a guild when having enough resource's build there own Station(Now I have also heard that the Guild can expand the station on free will. I like that idea a lot

My idea is more a like this idea of the dev ^^ Every guild (after having a Station ofcourse) Build there own main Guild Carrier(Maybe the larges ship of the fleet) with this ship you can go into battle and all and ofcourse dock with the Carrier when your ship is damage in battle, rather then return to your own base at a other sector. This make more advancement to a longer battle and quicker repairs. Ofcourse the carrier is holding a limit of supplies so that you can't keep getting docked into the carrier.

If you die you get transport to the sector you put as your home base. can be your Guild Home base or a other base ^^

Comments!
Sep 08, 2006 slime73 link
I like it RaWolfe. I also think guilds with more active members should be allowed to use larger/stronger Carriers, with more supplies (and perhaps escorts of increasing size).
Sep 09, 2006 RaWolfe link
Yes of course as the guild advance more and more the Ship will become stronger. If the Guild commander agrees on it there can be two carriers(maybe allowing this if the guild got more then 40 members)
Nov 24, 2006 Jim Kirk link
ERM...

Guilds should be entirely customizable...
Mar 31, 2007 RaWolfe link
No, I disagree with this. An Guild should have only get the powers it needs and not powers that it does not need.

Member Control
1 Station(Guild HQ) Control
2 Carrier's (Guild Battle ships)
Guild Website/Forum Control
Access to Information Central