Re: clan allies
Posted: Fri Jul 31, 2015 9:08 am
Alliances according to rearrow
1) Making an alliance
Dukes must meet on same map to make an alliance. an /alliance command may be used or some button. other duke must accept it within a certain time frame. All members of both clans get message that alliance has been formed between the 2 clans.
2) breaking an alliance.
Dukes and Lords can break an alliance. No confirmation by other party is necessary. Both clan members should get a msg that Alliance between clan XXX and YYY has been terminated by [name of duke or lord] of clan XXX or YYY. an /breakalliance command may be used. or a button.
3) Alliance information
In clan info screen there should be a button which lists current allied clans. a button to break alliance may be added here (usable only by lords and duke)
4)effect of alliances
a) use eachother gates
b) repair eachother buildings (repairer clan gold will be used).
c1) Buildings Autofire on non allies. This includes enemy clans/neutral clans and unclanned players.
unclanned will be autofired upon because they no longer have any business on clanmaps except to spy, steal heal or ferry resources to clans. in all cases they are working for a clan if practice. Most bosses are at non clan maps nowadays, so the old reason of getting to bosses is no longer valid..
At top mid map i recommend a bridge for nonclanned to move from warlock map to hotel map without being autofired by ADIK tower.
c2) alternative to c1.
Have 3 options allies/neutral/enemy.
This will take much more programming. Neutral clans may not be autofired. but if a neutral clan attacks a member it should automaticlally be changed to an enemy clan. after which it is auto killed. Also if a neutral clan starts a build insde range of a tower it should be changed to enemy and fired upon. also much more info is needed in clans info screen and msges to clanmembers. in short c1 seems easier and as effective to me.
d) /amsg command to send msg to all alliance members
this would be vry usefull but not essential
e) Buildings do not autofire on allies even if ally member attacks a clan member or building.
Attacking allies is allowed for testing stat purposes.
If an ally member attacks a member or building of an allied clan both clans duke and lords will get a msg ‘player xxx of allie YYY attacked player (www) of clan zzzz (or building vvvv).
They can then find out what happened. if needed they might cancel alliance to have buildings start autofire.
A false ally could use this time to kill or destroy a lot, but in an alliance this is the risk you take. only ally with those you realy trust.
d) a command for dukes to stop (and restart) autofire on certain clans would be very nice.
You should be very carefull to who you ally with, but might want to allow a certain non ally clans to pass close by or build close to you. a /noautofire [clanname] might do this.
But this should be clearly visible in alliance information screen and all members should get msges if this is done.
1) Making an alliance
Dukes must meet on same map to make an alliance. an /alliance command may be used or some button. other duke must accept it within a certain time frame. All members of both clans get message that alliance has been formed between the 2 clans.
2) breaking an alliance.
Dukes and Lords can break an alliance. No confirmation by other party is necessary. Both clan members should get a msg that Alliance between clan XXX and YYY has been terminated by [name of duke or lord] of clan XXX or YYY. an /breakalliance command may be used. or a button.
3) Alliance information
In clan info screen there should be a button which lists current allied clans. a button to break alliance may be added here (usable only by lords and duke)
4)effect of alliances
a) use eachother gates
b) repair eachother buildings (repairer clan gold will be used).
c1) Buildings Autofire on non allies. This includes enemy clans/neutral clans and unclanned players.
unclanned will be autofired upon because they no longer have any business on clanmaps except to spy, steal heal or ferry resources to clans. in all cases they are working for a clan if practice. Most bosses are at non clan maps nowadays, so the old reason of getting to bosses is no longer valid..
At top mid map i recommend a bridge for nonclanned to move from warlock map to hotel map without being autofired by ADIK tower.
c2) alternative to c1.
Have 3 options allies/neutral/enemy.
This will take much more programming. Neutral clans may not be autofired. but if a neutral clan attacks a member it should automaticlally be changed to an enemy clan. after which it is auto killed. Also if a neutral clan starts a build insde range of a tower it should be changed to enemy and fired upon. also much more info is needed in clans info screen and msges to clanmembers. in short c1 seems easier and as effective to me.
d) /amsg command to send msg to all alliance members
this would be vry usefull but not essential
e) Buildings do not autofire on allies even if ally member attacks a clan member or building.
Attacking allies is allowed for testing stat purposes.
If an ally member attacks a member or building of an allied clan both clans duke and lords will get a msg ‘player xxx of allie YYY attacked player (www) of clan zzzz (or building vvvv).
They can then find out what happened. if needed they might cancel alliance to have buildings start autofire.
A false ally could use this time to kill or destroy a lot, but in an alliance this is the risk you take. only ally with those you realy trust.
d) a command for dukes to stop (and restart) autofire on certain clans would be very nice.
You should be very carefull to who you ally with, but might want to allow a certain non ally clans to pass close by or build close to you. a /noautofire [clanname] might do this.
But this should be clearly visible in alliance information screen and all members should get msges if this is done.