Forums » Suggestions

Guild options

May 21, 2021 IronLord link
Allow commanders the option to give permissions to Lts, like allowing them to invite players but not kick. Or kick and not invite players.
May 21, 2021 We all float link
+1 I'd like another tier of leadership though. Make Lts invite only, and another higher tier would be able to invite and kick.
May 21, 2021 incarnate link
I'd like to make the entire structure a lot more flexible in general, so people can set up leadership roles in a variety of different ways, and have clearly defined "succession" options that can be activated if someone doesn't log in for a long time, or whatever.

But, I'm not entirely sure what that flexible structure would look like, at present. Maybe you can name the "roles" however you want, and there's a matrix of permission options that can be selected for the given role, and you can add more roles.

The "defaults" would be something like how it is currently.

There's some messy UI-design stuff in there, but it would certainly be nice to have the flexibility.
May 21, 2021 IronLord link
What about adding a list of permissions like there already is for viewing the activity logs?
May 22, 2021 haxmeister link
list of permission check boxes for different ranks and more possible ranks or even better... make it so you can create a "rank name" and choose a group of permissions that you can set for each of the ranks you create. This would open it wide for as many permissions and rank combinations as a player can imagine.

Possible Permissions for each player created rank:

- Max bank withdrawal amount
- Activity log view
- Bank log view
- invite other players to guild
- remove player from guild
- promote another player to a selected list of ranks (from your custom ranks you have created)
- demote another player
- Next in line to throne (only one can have this rank)
- can see the location of guild mates in guild chat
- tithe percentage ... automatic deposit to guild bank every time you earn money based on rank

More Guild Ideas

Because this topic also opens up a lot of potential conversation about what can be done to make the guild experience better or more dynamic, I'll add a few ideas that could be interesting to add and have been popular in plugins anyway.

- see the locations of other players seen by guild mates. This is done in plugins already for those so lucky to have one but is done manually by everyone else anyway through chat and could be expanded to groups as well.

- a database of objects as collected by the guild, like scan results of asteroids. This is actually, likely, easy to implement because a master database must already exist and the game server would only need to store a small list of the ones that are made available to each individual guild by discovery from a member.

- ability of certain guild ranks to set the target of other guild members in sector.. or for groups.. this allows a group or guild leader to more easily direct group combat.

Possible Progressions for Entire Guilds

- Guilds gain or lose some of the abilities/ideas above based on number of active members or some other such metric.

- Guilds gain access to unique items for purchase based on some guild metric or pricing effects. For instance this guild has collectively earned some margin from trades and therefore receives a given percentage decrease in costs at stations...

- Guilds gain skill perks for mining, for instance..has mined this much ore and so the guild collectively gains a higher likelihood of extracting a rare ore, or temperature perks.

- Guilds gain perks for manufacturing like reducing the time you have to wait to manufacture certain items or the number of components necessary to make certain things or even ability to purchase some manufactured items already made at significant cost

- Guilds gain perks for player kills.. for instance.. access to some particular weapon or ship variant, improved radar distance, improved battery time/performance, (this could also come with a perk for every other guild, like rewards for killing one of it's members)

- Guild gains ability to have a capitol ship that can be piloted by anyone with a given rank in the guild. The capital ship increases in size or awesomeness as the guild progresses along the designated metric.

- Guild gains perks with certain factions based on the collective average faction standing of the guild.

Conclusion

I put some time into this response because I believe there is a lot of broad and fantastic things that can be done with guilds and many of them may not require a lot of work on the back end. Thank you Incarnate for responding to the post that you are interested in more ideas about guilds. I think custom ranks and permissions would make room for fantastic player creativity and is probably the simplest change with the highest range of improvement. The other ideas really just flow along the lines of the observation that most guilds in VO have a theme and there are some very common themes that are used over and over and are part of the RP dynamics you have created. By making perks that guilds gain, you would encourage guild longevity and further RP for your players. This would also potentially make it reasonable for you to lower the requirements for making a new guild which would reduce the need for a lot of multiple accounts held by the same person .. something that pollutes your metrics for game activity and participation.
May 22, 2021 look... no hands link
Damn hax, you put a lot of thought into this. Overall I like it. The progression mechanics seem rather interesting. At this time however I am not sure the activity level makes it feasible.
May 22, 2021 haxmeister link
Incarnate, I think if you add just your original and simple idea of people making custom rank names with some settable permissions for each.. you could at the same time create a "guild awards" system behind the scenes that would allow you to easily add guild perks and awards at a later date.
May 22, 2021 haxmeister link
you are probably right about activity level look... no hands but this is one of those chicken/egg type things. A more interesting game retains more players which justifies more additions. Over all I think Incarnate exactly nailed the easiest change right off the bat.. that little change would actually have a much larger improvement from the player's perspective.