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Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Clan Discussions Muelsfell World v1.0 Forums
AuthorThread: game dynamics once there are clans
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Demetrius
Demetrius's Avatar
Posts: 8
Location: Dethsfell Rest
Magus Age: 119 years old
Real Name: Logan
Message #845 Posted: Apr 3, 2008, 2:10 am
Hello. Just wanted to add an idea I had after reading through the description of the Clan HQ. I saw how members of the Clan will be able to donate resources, and was wondering if there will be an option to automatically donate a part of the hourly earnings of the renewable resources?
Amelsh
Amelsh's Avatar
Posts: 54
Location: Broukendale
Magus Age: 116 years old
Message #864 Posted: Apr 3, 2008, 9:08 am
Maybe that can be a Premium Service.

In general, though, I would think that one should have to manually donate resources/time/etc. to one's clan. The point of forming a community is to actually partake in it.
Daniel
Posts: 102
Location: Last Alvia Dawning
Magus Age: 114 years old
Real Name: Daniel
Message #872 Posted: Apr 3, 2008, 6:23 pm
About the clan armies, I just had an idea. If you can donate resources, You might be able to donate golems too, For the clan battles. Donated golems will fight in the clans defense and the clan leader/Second in commands can organize them into groups, Outfit them with armor and that sort of thing. (the golems should be donated without anything on them, And if they're discharged, all items should be removed to the clans storage)

The golems should count against ones total number of golems (dependant ones premium/basement), So one or a few users cannot mass donate golems. I was thinking of another building, A 'barracks' or something to store the golems in, but it seems more fitting that the number of golems in the armies should be based around the number of players in the clan, rather than how fast they can shoot out resources to upgrade. Even if the two should be dependent on one another.

Discharging golems is essentially giving the golems back to the player who donated them, For whatever purpose (they're old golem got pummeled and they need something to make due with or something).

Golem outfitting, For the armies should be done by clan officers, While clanmembers should be able to donate armor, the golems come in without any on them (to stop people from complaining they left items on the golem). I believe that they should also have an 'allow' option to allow magus in the clan to casts certain spells on the golems.

Combat, Flesh golems should work better in groups, A decent sized bonus should be given to them for this purpose, so they're not entirely useless in large scale battle.

Just a few suggestions

Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 111 years old
Message #975 Posted: Apr 6, 2008, 4:29 am
heres an idea to keep clans from anialateing single players is to to limit the number of people from a clan that can attack some one who is not in a clan in a day
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 118 years old
Real Name: Barry
Message #1194 Posted: Apr 10, 2008, 6:20 pm
Nageya said:

heres an idea to keep clans from anialateing single players is to to limit the number of people from a clan that can attack some one who is not in a clan in a day


Maybe the RP for that is that the various governments don't want clans to start forming army on par with theirs so they forbid too many clan affiliated golems massing in any one place.
Echothrice
Echothrice's Avatar
Posts: 98
Location: Villuno
Magus Age: 116 years old
Message #1971 Posted: Apr 29, 2008, 4:33 pm
Here's a further idea to restrict gangs pounding on individuals. Make the limit on number of attacks directly proportional to the difference between their levels, or workshop levels. For example, if the attacker has a workshop five levels higher, they can only attack someone once in an 8 hour period. If they are 6 lvls higher, they can't attack that person at all. If 4, then 2, if 3, then 3, and so on and so forth. This could at least resolve the problem of getting pounded by a significantly higher lvl, as has happened with me in the past.
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 141 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #2061 Posted: May 1, 2008, 11:42 am
I believe if a higher level player attacks you they lose experience and you gain experience.

You could always just be nice to the guards...
 
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