Redwall: Warlords

Discussion => Development => Topic started by: Sevah on December 23, 2011, 12:55:52 AM

Title: Clan Management Upgrades
Post by: Sevah on December 23, 2011, 12:55:52 AM
As the leader, assistant leader or minister of affairs it'd be good to have information available about your own clan.

I suggest that in the clan management page the people in charge can get espionages and army status's on their fellow clanmates. Whenever i'm teaching someone it's hard to know what they're doing or when to expect them. If I could check their turns, building structures and resources I could fill in the gaps for the clan to work tighter as a unit.
Title: Re: Clan Management Upgrades
Post by: Shadow on December 23, 2011, 02:25:24 AM
I'd be for that as long as it is voluntary for clan members.
Title: Re: Clan Management Upgrades
Post by: Shadow Assassin on December 23, 2011, 03:30:05 AM
Very good idea :)
Title: Re: Clan Management Upgrades
Post by: Sevah on December 23, 2011, 05:27:36 AM
Why would it be voluntary? Only the players in charge of the clan can check their clanmates stats. They can always leave the clan if they feel violated.

After that, you should get clan treasuries. Each clan can store cash food loyalty, clan members can access a percentage or the leader can shut off access
Title: Re: Clan Management Upgrades
Post by: Shadow on December 23, 2011, 07:21:39 AM
That I would rather not do. I've played proms with treasuries, and they really do overpower clans. Since everyone here says clans are already overpowered, including you, I would rather not go that route.
Title: Re: Clan Management Upgrades
Post by: Rakefur on December 23, 2011, 09:02:49 AM
I like this idea immensely.
Title: Re: Clan Management Upgrades
Post by: Uiblis on December 23, 2011, 09:22:44 AM
I think this is a good idea as well. But you might wanna make it like sharing armies, so you can only see the other clanmates stats if they are also sharing their stats.

Forcing people to give their stats off wouldn't exactly be fair, if people don't really want to commit to a clan or are just temporarily creating/joining a clan to do a takedown or something.

If only the leader/assistant would be able to check stats, that also makes the feature useless for that leader/assistant who wants to share his or her own stats.
Title: Re: Clan Management Upgrades
Post by: Sharptooh on December 23, 2011, 10:26:03 AM
Just going to echo everyone in saying that this is a great idea if it's an opt in thing for clan members, for reasons that have mostly already been stated
Title: Re: Clan Management Upgrades
Post by: Sevah on December 24, 2011, 08:30:25 AM
small storehouse would save heaps of dramas for the clans. Obviously don't have it flooded but 25b cash and 2.5b food per member, 50m loyalty. Less in reg, the only advantage of clanning apart from war is race abuse.

Also, to teach a n00b it's heaps easier to know what they're doing rather than ask and getting answers too late. Coulda given plenty more players a better taste of the game if I had the clan leader espy function.
Title: Re: Clan Management Upgrades
Post by: Dark Claws on December 31, 2011, 04:25:13 PM
Maybe have a little storehouse that get's its stuff from either donations or the leader taxing the other players. Assistant can have the power to veto taxes and a diplomat decides what percent gets sent to allies.
Title: Re: Clan Management Upgrades
Post by: Shadow on December 31, 2011, 05:24:54 PM
so clans are too powerful and aiding people up is too strong but you want a storehouse
Title: Re: Clan Management Upgrades
Post by: Dark Claws on January 01, 2012, 05:18:20 PM
I never said anything about clans being overpowered. nor have I complained about it.
Title: Re: Clan Management Upgrades
Post by: Shadow on January 01, 2012, 06:45:46 PM
not you, sevah
Title: Re: Clan Management Upgrades
Post by: Dark Claws on January 02, 2012, 08:07:33 PM
Well I still support it.
Title: Re: Clan Management Upgrades
Post by: Shadow on January 02, 2012, 08:19:22 PM
have you guys ever played at a prom with a clan storehouse? It doesn't add much, just makes it easier for clans to aid things around, which is already pretty easy. It also gives people a way to store away net that can't be touched by anyone else.

There are a few scenarios where I could see it working, but all of them are needlessly complicated.

That being said, it may be that the new dynamics make it something that could work in 3.0, in which case we can revisit it, but I don't think it is a good idea for RWL 2.x
Title: Re: Clan Management Upgrades
Post by: Sevah on January 02, 2012, 08:38:40 PM
I was under the impression you weren't gonna leave clans overpowered so a Clan Treasury would make teams operate like teams.

Since you kids have already destroyed all the competitive aspects of the game why not keep up the trend? Your in knee deep may aswell drown.

I remember the days where I could use skills to rise to the top by a significant distance. These days saving up money to spend it on a good landgrab is pointless, solo warlords have a tiny voice and the tough guys didn't make the networth they hold. No idea why you've got such a deluded approach to reshaping the traditional concept but when you realise the dire consequences I'll say I told you so.
Making players dependant on eachother is fine for the people who want team mates all the time but some players would rather not rely on others. The only plausible strategy these days is leaderer getting aided defence.

With all my experience there's no longer a competitive strategy for solo players. It's now become pointless for soloist to play redwall and if they do try a serious approach they're gonna be disappointed enough to leave
Title: Re: Clan Management Upgrades
Post by: Kilkenne on January 02, 2012, 08:41:49 PM
Sevah, a clan treasury makes it easier for clans to pass net. Not giving one is a way to keep clanned players in check. I think I don't understand your argument.

Also, there's going to be aid changes coming down the pipe fast as you please so that it's not adviseable to just pile one person and swim around idly in your pile of money you didn't make like Scrooge McDuck.
Title: Re: Clan Management Upgrades
Post by: Sevah on January 02, 2012, 08:56:33 PM
If a leaderer makes cash for 1 day and pays for defence but it'll be effortlessly broken. Knowing that, they save cash for 3 days and still get broken. Wasting all that cash and losing that networth makes them try to save up more cash to actually hold defence. This doesn't work and they need to dispose of the remaining defences at a noticeable loss. Soon after learning that playing defensively as a leaderer is wasteful and simple circles they try not to spend money for a long term period, soon as they get to about the 10 day mark, a run of sacks happens and costs 2 days worth of production.
Spending 10days of banking should at least be rewarded enough to defend against random yobo's rather than incur heavier damage.

A mere run up with the Rat race and any lowbeat takes down a professional with minimal effort. It's ridiculous.
Title: Re: Clan Management Upgrades
Post by: Kilkenne on January 02, 2012, 08:58:15 PM
But how does letting a clan have a storehouse solve this issue for solo players?
Title: Re: Clan Management Upgrades
Post by: Sevah on January 02, 2012, 09:06:28 PM
Oh, once you tune down Rat, reduce sack damage and modify the aid limitations a storehouse would help the clans. The problem is hardwork isn't rewarded, suicidal attitudes are but with a few fixes long term budgets would return. A smallish storehouse would encourage people to clan play whilst returning power to the soloist would keep clans in check.

Wining here is a popularity contest
Title: Re: Clan Management Upgrades
Post by: Kilkenne on January 02, 2012, 09:08:59 PM
I see what you're getting at now. The suicide change was sort of a step in that direction, but I get what your point is now. Do you think that it should be reduced for just the Rat race, or all indy-friendly races?
Title: Re: Clan Management Upgrades
Post by: Sevah on January 02, 2012, 09:21:53 PM
Sack shouldn't exist IMO, too easy to abuse.
The problem with rwl is the troop stats. It's literally impossible to block someone breaking your rats t1.
Marten buys 50m rats 10m weasels 20m stoats 15m skiffs.
It takes a Rat 20m rats to break which is easy achieved with less than 30k land

I reckon line 1 should be changed. in Southsward and Northlands 1atk 2def, remains the same in mossflower of 2atk and 1 defence
Title: Re: Clan Management Upgrades
Post by: Dark Claws on January 11, 2012, 03:23:08 PM
Sacks are sacks. They are annoying, but you can always retaliate in different scenarios. An indier can sack, but if you are playing leaders, steal. If you have your army spread around, hit them with anything but rats. It just means that it is slightly easier to sack with rats because you need just a little more than half of their rat army.