Post by Crom Cruach on Dec 5, 2010 8:22:13 GMT -6
An idea for V8.. (sorry for the long post)
I think the clan system could undergo a change, which won't interfere with the clan-warfare developments in progress (actually they could be implemented together).
A prerequisite to this change, though, is the skill-tree change (as in Tim's post here: gosos.proboards.com/index.cgi?board=discuss&action=display&thread=1092&page=1 ), which basically splits into more steps the subclass skill upgrading.
Clans as they are now are an important feature for the game, but slightly off-setting in my opinion. Consider organisations as they are in the books: their members belong to just a few classes, usually no more than 2 or 3; they are more typified, every organisation would have their hierarchy system, their rules, etc.; most organisations are also the only place where to learn one class’ skills.
So, the first proposal is to characterize clans, creating "clan types" under which clans have to be created, according to their founder's subclass. Every clan type could be founded only by characters belonging to 1 or 2 specific subclasses.
Examples:
Aiel Clans could be founded only by Chiefs and Wise ones
White Tower by Aes Sedai and Warders
Band of Red Hand only by Redarms and Gamblers
Children of Light by Whitecloaks and Commanders
Sea Folk Clan by Sailmistresses and Cargomasters
Legion of Dragon by Fanatic and Mercenary
Darkfriend Cell by Darkfriends and Bandits
This way an Aiel clan couldn't be founded by an Ogier, and the White Tower couldn't be founded by a Whitecloak, which is something that always bugged me.
The first big consequence is that you have to be at least level 20 to be able to create a clan, which prevents the creation of "puppet" clans, clans that would be dumped straight after creation, and would limit the creation of "alt" clans, with members all belonging to 1 user.
But the major change would be in the class/skill advancement. Clans would be "schools" in which characters could learn their skills. I mean that if you're in a clan you could only add that clan's specific subclass(es) advancements to your career.
As I said, a prerequisite to this is the splitting of subclass advancements into more steps.
So, if for instance you are in the Black Tower at the time you reach a subclass advancement milestone, that can only be the Ashaman’s.
People could still spend their advancements in weapon’s and starting class’ skills no matter what clan they’re in.
As this involves only the specialized classes (subclasses), characters under the 20th level won’t notice any difference, they’d still be able to advance in their starting class no matter what clan they’re in.
But when characters start building specialized classes, they’ll have to join the right clan in order to access the advancements they want.
Examples:
Aiel Clans can train only Chiefs and Wise ones
White Tower can train only Aes Sedai and Warders
Band of Red Hand can train only Redarms and Gamblers
Children of Light can train only Whitecloaks and Commanders
Sea Folk Clan can train only Sailmistresses and Cargomasters
Legion of Dragon can train only Fanatics and Mercenaries
Darkfriend Cell can train only Darkfriends and Bandits
Some subclasses like Hunter or Thief-catcher don’t seem to fit well any organisation, so I think there could be “self-taught” classes whose advancements would still be accessible to anyone outside clans.
The main purpose of this change is to have characters stick to a clan for at least 20 levels (= when they get a new subclass), else they couldn’t upgrade their subclass skills.
That would improve clan loyalty in the short run, but at the same time it would encourage people who usually “stagnate” in the same clan throughout the game to try out other clans.
This way, clans would more “homogeneus” in members’ classes, just like the books’ organisations. It’d be more realistic to see an Aiel clan actually made of Aiel.
Besides, this is a way to make the spreading of points across the stats a little harder (since you would have to change many a clan).
Finally, this would help clan warfare, because opposed classes (like Aes Sedai and Whitecloaks) would find their best enemy in the opposed clans.
Clan would still have most of their current features (personalization by name, flag, desc, etc.; bank, vault, upgrades,..), but couldn’t be “invite only”.
I’d also add a personalised hierarchy rankings for each clan type.
I think the clan system could undergo a change, which won't interfere with the clan-warfare developments in progress (actually they could be implemented together).
A prerequisite to this change, though, is the skill-tree change (as in Tim's post here: gosos.proboards.com/index.cgi?board=discuss&action=display&thread=1092&page=1 ), which basically splits into more steps the subclass skill upgrading.
Clans as they are now are an important feature for the game, but slightly off-setting in my opinion. Consider organisations as they are in the books: their members belong to just a few classes, usually no more than 2 or 3; they are more typified, every organisation would have their hierarchy system, their rules, etc.; most organisations are also the only place where to learn one class’ skills.
So, the first proposal is to characterize clans, creating "clan types" under which clans have to be created, according to their founder's subclass. Every clan type could be founded only by characters belonging to 1 or 2 specific subclasses.
Examples:
Aiel Clans could be founded only by Chiefs and Wise ones
White Tower by Aes Sedai and Warders
Band of Red Hand only by Redarms and Gamblers
Children of Light by Whitecloaks and Commanders
Sea Folk Clan by Sailmistresses and Cargomasters
Legion of Dragon by Fanatic and Mercenary
Darkfriend Cell by Darkfriends and Bandits
This way an Aiel clan couldn't be founded by an Ogier, and the White Tower couldn't be founded by a Whitecloak, which is something that always bugged me.
The first big consequence is that you have to be at least level 20 to be able to create a clan, which prevents the creation of "puppet" clans, clans that would be dumped straight after creation, and would limit the creation of "alt" clans, with members all belonging to 1 user.
But the major change would be in the class/skill advancement. Clans would be "schools" in which characters could learn their skills. I mean that if you're in a clan you could only add that clan's specific subclass(es) advancements to your career.
As I said, a prerequisite to this is the splitting of subclass advancements into more steps.
So, if for instance you are in the Black Tower at the time you reach a subclass advancement milestone, that can only be the Ashaman’s.
People could still spend their advancements in weapon’s and starting class’ skills no matter what clan they’re in.
As this involves only the specialized classes (subclasses), characters under the 20th level won’t notice any difference, they’d still be able to advance in their starting class no matter what clan they’re in.
But when characters start building specialized classes, they’ll have to join the right clan in order to access the advancements they want.
Examples:
Aiel Clans can train only Chiefs and Wise ones
White Tower can train only Aes Sedai and Warders
Band of Red Hand can train only Redarms and Gamblers
Children of Light can train only Whitecloaks and Commanders
Sea Folk Clan can train only Sailmistresses and Cargomasters
Legion of Dragon can train only Fanatics and Mercenaries
Darkfriend Cell can train only Darkfriends and Bandits
Some subclasses like Hunter or Thief-catcher don’t seem to fit well any organisation, so I think there could be “self-taught” classes whose advancements would still be accessible to anyone outside clans.
The main purpose of this change is to have characters stick to a clan for at least 20 levels (= when they get a new subclass), else they couldn’t upgrade their subclass skills.
That would improve clan loyalty in the short run, but at the same time it would encourage people who usually “stagnate” in the same clan throughout the game to try out other clans.
This way, clans would more “homogeneus” in members’ classes, just like the books’ organisations. It’d be more realistic to see an Aiel clan actually made of Aiel.
Besides, this is a way to make the spreading of points across the stats a little harder (since you would have to change many a clan).
Finally, this would help clan warfare, because opposed classes (like Aes Sedai and Whitecloaks) would find their best enemy in the opposed clans.
Clan would still have most of their current features (personalization by name, flag, desc, etc.; bank, vault, upgrades,..), but couldn’t be “invite only”.
I’d also add a personalised hierarchy rankings for each clan type.