Clan system overhaul

Here’s my project for the clan system overhaul, it’s complete and detailed:

First of all: Clan have ownership identity separate with it’s members.

Each player in the clan tab can change the setting: if he is building right now for the clan or for himself, easy one click change button: Clan ownership building/Self ownership building.

Self owned buildings and clan owned buildings have exclusion radius (this is exactly how it is called in settings.ini - it means the minimum allowed building distance beetween each players structures) of ZERO, it means that the exclusion radius is irrelevant for clan members but clan owned buildings and player owned buildings will not be directly connected one to another ever.

When joining a Clan player is ASKED a question if he want to contribute all his current structures to the ownership of the clan that he is about to join.

Permissions in clan:
Demolishing, building, opening crates, picking up obstacles, picking up thralls, see clanmates’ marks on world map, friendly fire.
Why friendly fire you want to ask ? For fun , for practice.

There are no ranks at all, there are only a permissions for doing things.

Player can check on/off to have his location mark to be visible or not for other clan members. Player(clan member) can allow permission for other clan member like opening his doors, chests, demolishing objects etc. for structures owned by him.

If i have not included any subject into it, the currently working rules or common sense should apply, and if in doubt go on and post it in here :point_down:

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it just hit me

  • clan ownership is automatically transfered to the first in line recruited member if the clan leader is offline for 7 days straight or more.
    Comment down below how you feel about it? :point_down:

I like the idea. I’m pessimistic about the chances of having it implemented, but I’d love to see it in-game. Then again, I’m an engineer and this looks like an “engineer solution” with lots of knobs and dials, so someone who’s better versed in UX might criticize it.

it’s the best i can come up with.

It’s all in the hands of UX designer, it can be nice and easy or rought and confusing.
If every setting change can be done with two clicks we can call it a win situation.

Yes, i’m also not very optimistic because as we probably know funcom is focused on making more DLC in the first place, but i’ve decided to give it a shot.

I’m a UX focused developer and the current clan system really need improvement. I have a whole post planned for my ideas on it, but in general the current clan management system needs an overhaul. Only allowing Clan Leaders to restrict vault access is simply insufficient. Building management is needed for clan management. BADLY.

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Feel like that should be an option, not mandatory.

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Oh, definitely. I’ve lost count of newbies who found out the hardest way possible what the limitations of the current system are.

That’s why I said I like @xmechwizardx’s idea. I’d rather have a lot more options than what we have right now. I mentioned UX because I know my personal preference is to favor configurability over simplicity of use :slight_smile:

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