clan allies

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compbatant
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clan allies

Post by compbatant »

Some time ago I started implementing clan allies then stopped. Now it is time to continue working on it but I need exact vision how it should work.

Who can make alliance? Only dukes? How? Two dukes must be on the same map and accept alliance?
One duke send alliance request to other duke?
How can it be canceled? By one duke? Duke cancels alliance and all players from both clans got message that alliance is over?

What benefits gives alliance? Players from both clan can use both clan gates? What else exactly?
blitzcraig
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Re: clan allies

Post by blitzcraig »

all of that is great imo.

also I would consider:
>a player cannot attack ally player or building

>buildings will auto attack everybody except allies

>maybe allies can work on ally building while in progress of upgrade

>possibly /a command to send chat message to all clan + allies?
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rearrow
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Re: clan allies

Post by rearrow »

I will.take a bit of time to write out my ideas on how I think.it should work. expec a post in 2-3 days
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Insider
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Re: clan allies

Post by Insider »

blitzcraig wrote:all of that is great imo.

also I would consider:
>a player cannot attack ally player or building

>buildings will auto attack everybody except allies

>maybe allies can work on ally building while in progress of upgrade

>possibly /a command to send chat message to all clan + allies?
I like that Mateusz continued working on alliances, but i don't like blitz's ideas:

"Allies cant attack each other" - im 50/50 about that. Sure, its only way to let new members know "This guy is good, i shouldnt attack him". But at the same time it makes tests impossible. I like PvP-request system about PvP between alliances.

"Building attack any clans but allies" - I disagree. Neitral clans shouldnt be attacked. Id like to see alliances list and enemies list. You make enemies list who are always attacked. You make allies system which is never attacked(they cant attack ur buildings, they must break alliance to be able to attack). And current rules for neitral.

"Helping each other with building" - its nice idea. But i think it will be hard to add.

To make alliance dukes must be on same map and one must /alliance second clan. Second receives message about this request and has to type /alliance first clan to accept. To avoid accidental clicking "Agree".

Any lord should be able to break alliance as well, no need to ask second clan - 100%. Duke cant be always available, and reason to break alliance can happen any time. All the clan members receive msg about broken alliance.

Abilities:
1) Entering each other gates.
2) Repairing each other buildings(gold from repairer's clan is used)
3) Helping with building. Commented up.
4) Being able to see alliance's members on map
5) I think there should be ability to write to allianced clan. Like "/c GM test". To answer GM uses "/c GM2 this command :-) " . And it should be different color not to confuse members.

Just my thoughts, feel free to leave your and correct mine :P
HAMMER
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Re: clan allies

Post by HAMMER »

How about. A poll for some of the ideas that would have a bigger impact on clans
DNR HAMMER- self sufficient mage (you ain't goin rough enough)
HAMMERBITE- mage (muted)

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blitzcraig
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Re: clan allies

Post by blitzcraig »

I agree that ally/neutral/enemy clans is best case scenario (and have written about it several times) ... is this still a possibility?
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Moonraker
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Post by Moonraker »

1. Everyone starts out as neutral.
2. Duke may request a change to ally but the other Duke must approve (both must be on same map.)
3. Duke may change from ally to nuetral or enemy without approval of other duke.
4. Lord may only change from ally to neutral.
5. allied clans have access to each others bases through gates and not being fired upon
6. neutral clans dont have access to others bases and wont be fired upon
7. enemies will be fired upon automaticly without warning.

this is a start. good luck
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Insider
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Re: clan allies

Post by Insider »

Moonraker wrote: 3. Duke may change from ally to nuetral or enemy without approval of other duke.
4. Lord may only change from ally to neutral.
Forgot that! Nice suggestion, thank you.
blitzcraig
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Re: clan allies

Post by blitzcraig »

yes, this is exactly how I see it... love it

still say no attacking ally player or building (I've seen how little control clans have of their members lol) if it is really that important to test, then maybe you can attack on clan maps and Colosseum
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MadMikael
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Re: clan allies

Post by MadMikael »

This was from another thread, thought it could be here:
Asmodeous wrote:@Gandalf.

Continuing on from the other thread. Aimed at you asking me what clan improvements id want to see.

An alliance system is a definate due to how auto attack works. Auto attack working always on unclanned players. Auto attack firing upon nuetral clans. Auto attack firing upon enemies and auto attack not firing on friendlies.

Although thats all already been brought up plenty of times. The main issue is that how it is now without an alliance feature. Only auto firing on an enemy if they target a clan member or building allows them to get to where they shouldnt otherwise be. Different parts of peoples bases, or at times when construction is on for some, into their base.

The building HP is still a bit of an issue, 10x imo was a bit too much. Maybe 5x. But thats just my opinion.

Siege damage boosted to accomodate the HP increase. I heard they were boosted but i cant remember the numbers. I remember however that it was an effective nerf since it didnt scale appropriately to the 10x hp. If you could clarify that would be great.

A slight increase in wall numbers. Aswell as the ability to place these walls in but not behind the "thinner" buildings. As it stands it seems to not be able to be done.

Farms. Making leveling farms worthwhile and maybe capping the level of maximum farm income. Perhaps a maximum income of 1.5m per day. As i understand its 900k per day? Depending on level.

Multi shot ammunition. 70% damage. Activates when 2 or more enemies are within range. Fires on all enemies.

A battering ram. Immune to building fire, eventually busts down a wall. Low HP.
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