Guild/clan system

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Stratego (dev)
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Guild/clan system

Post by Stratego (dev) »

guild/clan systems might be a bit harder to integrate but would be group systems where players can form their own community and have an additional chat, could be used for guild vs guild game modes, nice and engages people but not pressing.
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godOfKings
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Re: Guild/clan system

Post by godOfKings »

We could differentiate guild members with rank that depends on how many of the total upgrades he unlocked, if somebody unlocked all upgrades he could b like a diamond ranked top member of the guild, someone who unlocked 75 percent of total gem upgrades could b like a gold member

In this way guild rank can also b determined by how many of each ranked player a guild possess in this way guild wars will b like players of same rank from both guilds fighting each other, top guilds with many diamond players will battle other guilds of similar number of players, the fight could start of like 1v1 in both guilds 1 player can challenge any player of the same rank in opponent guild once and can also b challenged only once, after which the top 3 players from both guilds will join a 3v3 fight as grand finale, reward for victories could range from gems to free upgrades, skins or spells, similar to the daily rewards already being given out

Well these r some random ideas popping in my head thinking of how guild systems can b implemented, and some things might also b clash of clans rip offs XD
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Sombrar +1
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Re: Guild/clan system

Post by Sombrar +1 »

Good afternoon, taking advantage of this topic, I would like to expose some ideas that I had, the first is exactly how the composition of the clan or alliance would work, at first maybe there was a limit of members from 25 to 30 at the beginning and the clan could increase this limit by spending gems, being able to have up to 50 members for example and the increase would be 5 in 5 the capacity, as if it were a administrative improvement or greater influence that the clan had allowing more players to become allies, it could also clearly have an alliance treasury where players could deposit their Gems and Gems from the Alliance Vault could be used in different ways like:

• Donation of Wealth - The highest ranking or most important players in the clan can donate gems from the clan's treasure to other players, especially newbies, it could be so that a player novice asked for resources for the strongest in the alliance and the superiors would say whether or not they would accept to donate gems in the desired amount.

• War Financing - Clan players can use Clan Treasure Gems to gain small random bonuses against other players in Clan Battles or battles between players from different clans but clans are not at war with each other for example, bonuses can vary from:From 2 to 5 gems the player will receive reinforcement from a group of mercenary units that appeared between the 5th and 30th first turn of the game and the size of the group will depend on the amount of gems that the player paid;The player gains tactical battle points that will allow the player to choose constructions such as traps and place them in the places on the map that he prefers, and the player may pay 3 to 6 gems and earn 10 or 20 tactical points, with a stop worth 3 points, caltrops worth 3 and barricades 5 points, it would be as if the player had already prepared the ground waiting for the opponent's invasion;All of the player's units gain an additional +1 melee or ranged armor or +1 attack, +1 movement, and up to +2 vision for 10 turns for example as if the player already knew the map and the geography of the location then manages to move and act more efficiently for a while, the bonuses could be called "Tactical Reconnaissance" and the player would pay 6 to 8 gems;The player can start with some already researched technologies or something like "Intellectual Boost" and for 10 to 20 turns all the player's technologies become one turn cheaper.

• Improved Communication - Players can buy emojis, animations, animated sound effects like a talking doll, basically players can have it for a set time or permanent access special and animated features in their chats, making conversations more lively and interesting, giving new options for dialogue and encouraging players to talk in the game because the chat currently doesn't offer any cool features to make conversations livelier.

Another thing to add to the clan systems would be something like scoring while clans are fighting each other, for example: If the clan is winning 5 consecutive matches from the other clan they get 2 to 5 gems randomly each player as "Spoils of War"; if they are winning for 10 matches they can something like "Military History" and players get 2 to 10 gem randomly plus 2 spells from the enhancement section;If they are winning for 15 games they get something like "Golden Age" and they get 5 to 15 gems randomly, they also get 2 random spells and additional battle tactics points being 20 to 30 points so players already have extra points to use in other matches against other clan players.

Something like building your own city system can also be added, for example depending on the player's rank he has access to maps of size 20x20, 30x30, 35x35 and 40x40 and can be some maps with predefined terrain where players have points to build whatever they want like stables, barracks and city centers or units like archers, crossbowmen and swordsmen each thing worth a defined amount of points so the player creates a city for him on the map and when he is attacked by another player on his map as an invasion and the opponent invades by a defined place on the map,now on the side of the invader the invader can have something like a unit called Mobile Camp that can be used to create a city as a quick assembly of the player's base or simply the player he can use battle tactics points and choose a city to place and using those points he chooses units that will be worth a certain amount of points and use as his army in that match. As we are considering a war between clans, if by chance a player loses a match in the other match, that player can start with a random debuff like: "Missing Armament", the defeat caused a loss of wealth and supplies causing a lack of materials and resources for the production and maintenance of equipment, so the player for 10 turns all his units will have -1 to armor or attack, -30% health for units or +1 cost increase to produce any unit except units that are produced in 1 turn;"Diversion of Funds for War",due to the defeat in previous battles, the kingdom was forced to divert resources from other areas to the military area to sustain subsequent battles and cover the costs of paying soldiers and get more materials for the arsenal, for 20 turns all player technologies cost +1 turn;"Dissatisfaction with the Kingdom", with the recent defeats in battles the citizens were irritated by the lack of food and for having to leave their homes, between the 2nd and 15th round a group will appear of level 1 units mostly being peasant units and will attack the player or even both players in retaliation.
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godOfKings
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Re: Guild/clan system

Post by godOfKings »

Well i dont really support investing gems to gain stat buffs in main battles as that would turn this game p2w

But i do like the idea of pre-existing bases fighting each other, it would b another like coc rip off tho XD, may a player can select any map he likes, depending on some kinds of rank the map size can b determined, bigger map is available for higher rank players, the map could b evenly divided into 4 quadrants, player would choose his quadrant to build a pre defined base with some limiting parameter, may like a fixed no. of tcs he owns, no starting troop or towers, just tcs, factories and megas, the invading player can select any of the other quadrant and place his base there to attack, it would b in a way similar to command and conquer or dune gameplay styles
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Sombrar +1
Posts: 177
Joined: Mon Aug 29, 2022 3:44 pm

Re: Guild/clan system

Post by Sombrar +1 »

I agree that maybe adding buffs in battle buying with gems can be bad, but if it were something to consider in the future the buffs would be temporary for a time limit of turns and would be done before the battle started being able to choose only once a type of buff being able to choose all but after starting the game more buffs could not be added because the buffs would be something like "Tactical Terrain Reconnaissance" and "War Preparations".

Now about how the distribution of quadrants on the map would work, perhaps the point system as I said as "Tactical Field Points" where each unit and structure would have a defined amount of points thus leaving the players to choose what they want to put depending on how much points they have, also some events that I had mentioned earlier as it gives some debuff to who previously lost the match as a result of losing territory so the game could make better use of the building system and trying to show how a player was advanced in the territory of the other player, in addition to the fact that some options could be added for allies to help the player but not helping directly on the map, for example an ally would have the option to see the map and the game taking place through the view of the ally who is playing, so an option would appear to pay some gems you can summon a group of units mercenaries that will appear on the map under the control of the player that the ally is helping, this help can only be done once per player, perhaps within a limit of 5 players who could help so if by chance the clan has 50 members, the 50 members will not each be sending a mercenary group at each turn of the match.

I also think that spells shouldn't be enabled in clan battles but that's optional of course, also these options costing gems is precisely to give gems some use after you've already having unlocked everything in the game as very veteran players already having hundreds of gems for example and it would also make the game more tactical and realistic somehow as other players could help allies with some options in the match but would not get directly involved so as not to disturb the match of the two players.
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