Guild/Clan/Tribe

Post » Fri Mar 27, 2009 4:07 pm

guild, clan, club, company, corporation, federation, group, interest group, league, lodge, order, organization, profession, society, sodality, trade, union


I would like alot of customization in the guild/clan/tribe department.

Starting with the charter, you decide the name, leadership style, and purpose.

Name
The name is self explanatory.

Leadership Style

Is it going to be a dictatorship (Guild leader chooses everything), a democracy (Leader can be elected/thrown out of power), socialist (everyone is treated equally), anarchist (anyone can do anything), rank (different ranks have different privileges), etc, etc. Each one will have pro's and cons

Purpose
Mercenary (You are a group that is for hire), Raider (You raid villages), Humanitarian (you attempt to achieve greater karma), Merchant (your in it for the money), Craftsman (your in it to grow professionally).... each option would have different perks
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Rob
 
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Post » Fri Mar 27, 2009 4:41 pm

I really like this idea. It leaves alot of room for player freedom, which is what made fallout memorable.

I especially love the anarchist idea! Love it Lots!!!
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JAY
 
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Post » Fri Mar 27, 2009 6:16 pm

The idea of guilds/clans/etc is a gimme for MMOs for sure. The one thing, and I have not seen it that often, is that player-created organizations need to have more NPC interaction. If you define your clan as "Raider", then that should piss off a lot of good/neutral NPCs and automatically tag members as KoS in many areas since they know you're a raider and will probably kill them and steal their stuff. If your clan is a "Merchant" clan, then maybe certain quests or speech opportunities can open up with NPCs. It just all needs to be logical and natural.

Incorporate this with the idea of territorial control, and there are a wide array of ideas that can be tried. Say you're a "Raider" clan again, and you take control of a territory that might have been initially controlled by NPCs, most folks in the wastelands aren't going to care...at first. Most won't even notice. However if you keep that territory for a while and upgrade it and attract more members (and maybe even NPCs) to take up residence, a lot of wastelanders will notice. You could be under siege by NPC factions and not just other players who want your space.

So many wonderful things can be done with a FO MMO....
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Maddy Paul
 
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Post » Sat Mar 28, 2009 4:40 am

I'd like to see clans within clans too.

So you can start a faction and have certain members trading while others concentrate on military matters for instance. Sort of like a a goverment with various companys, craftsmen etc. under it's protection.
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Danel
 
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Post » Sat Mar 28, 2009 6:42 am

Clans / factions / syndicates /legions /tribes Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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Kelly Tomlinson
 
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Post » Fri Mar 27, 2009 3:30 pm

I think labeling your self something different should have its own pros/cons.

I.E. Clan's can do this and have this benefits

I.E. Guild's can do this and can't do that etc.


Each group would have its own benefits and a reason behind it. http://www.CyberneticPunks.com hardcoe Gaming Community
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Lucky Girl
 
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Post » Fri Mar 27, 2009 3:55 pm



Yes, I think that you should be able to label your clan/tribe/guild/group would define easily what are your objectives, who is hostile/friendly at you, and well a good hint at what can your followers expect from your decisions. Image

Here's hoping for a Beatles-themed quest on V13.
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Aman Bhattal
 
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Post » Fri Mar 27, 2009 11:03 pm

I would like too see some sort of "political" system between guilds. Where the diffrent guilds actually can make ingame treaties with each other for example, making peace after a conflict, to become allies or one guild becomes a vassal to the other guild. ;)
Another thing that would be cool is if the Guild/Clan/Tribe bit would only be the first step, so that when your guild gets bigger and control a certain amount of resources (land, water, tech) they can become a faction in their own right. "With a nice iron pipe you can strike the world with amazement."
Socker-Conny, Swedish cult figure
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April
 
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Post » Fri Mar 27, 2009 7:45 pm

I would like to see a selection of guild management styles.

I would also like to see guilds have some sort of faction point system where members or potential members could earn favor by doing player made quests.

Maybe different guild types could have some pre-define guild quests.
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Paula Ramos
 
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Post » Sat Mar 28, 2009 6:28 am

Another idea is for Guilds to share faction. For example; Lets say that your a member of the "Guild of Calimitous Intent", but you have good Karma, and generally like helping people out, but your guildies like to raid "Junktown". Despite your best intentions, if the guards in Junktown see that you are a member of the guild that keeps raiding them, they (the guards) will try to kill you.

I think MMO's need to take a hard look at increasing the capacity of the game to act as a social networking site. Basically I just need a better in-game friends list that would let me keep track of what people look like, what thier skills are like, and maybe even a notepad so I can remember that Buddy X should never be a healer again.
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KU Fint
 
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Post » Fri Mar 27, 2009 9:22 pm

That sparked an idea in my brain and here is the mushroom cloud...

(speculation)
Each character will have Karma. They can be Good, Neutral or Evil. And maybe done levels inbetween.

It is nearly impossible to assign an entity like a guild an alignment since it is made of many who make different choices.

However a guild's alignment is determined by a calculation average of the members. If you have all good and neutral players, you are a Good Guild. If you have mainly evil, evil guild. If you have Half Good and Half Evil, you are Neutral (or chaotic). There could be special guild structures and benefits/costs to being a specific alignment.

Now, this can be applied to "factions" as you can have Good, Neutral and Evil factions. If you are a Good Guild then you share a faction with other Good guilds. Also there may be NPC factions that Good guilds can join with who would attack evil players/guilds and evil NPCs on sight.

This can be taken to a very complicated level and I for one would love it!

I also agree that MMOs should be more social. WOW lacks a lot in the way of being a social game. It is a fun game at times and very well developed however we should learn the good from it and use it to make Project V13 better!

"Z"
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Anna Watts
 
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Post » Fri Mar 27, 2009 4:55 pm

And ranks need to be put by clan leader and not made by the game.. Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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sam smith
 
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Post » Fri Mar 27, 2009 4:37 pm

Personally I like the idea of gangs, instead of clans or guilds. Although tribes would be awesome too, I just think the term gangs fit better into the fallout realm.

Plus who says all gangs are bad. There will have to be the fluffy kittens gang, or you the Lords of Junktown, if this were to talk place in California, which seems unlikely from the concept art but who knows.
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u gone see
 
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Post » Sat Mar 28, 2009 4:15 am




Gangs can be clans/guilds of new players and little amount of members.Is like in tier 1 is gang ,tier 2 tribe tier 3 feud ,tier 4 clan ,tier 5 army ,tier 6 empire..Yeah it can come in hand more than 500 members tier 6 all will be empires. Image

I am the Formless in all forms.Strenght si the only measure ,all things can be resolved with violence and blood share.
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Janette Segura
 
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