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Clan protection status for new Guilds.
Posted: Fri Aug 26, 2016 6:44 pm
by maleficence
I joined a clan about a month back. A fledgeling thing, sorely disorganized but eager to build.
Sadly the map they chose was crawling with arses.
Being one of the highest and more active members, (level 84 at the time) I decided to join and help them out a bit.
Several deaths and two hours of building time.. The final attack (by a clan who didn't even have their own clan fortress on the map we chose) not only killed me a fourth time but also destroyed the building I worked on. Mind you, the player who so rudely accosted me was a good 416 levels higher than I. (A sadistic mage, most likely looking to harvest my pixie wings for some horrendous alchemical experiment... I can only wonder at... The ogres say our fairy wings actually make for a potent aphrodisiac when grounded up and mixed with bat guano. -shakes head-)
So what I was thinking of was implementing some sort of protection zone around newly constructed, and unfished buildings.
To limit abuse, this protection would extend to buildings below a certain a level, and a certain amount.
Since the cap for buildings (non walls) is around 11. I would recommend that protection might extend to the first 5-6 main buildings and the same amount of walls.
And that this protection would extend to these first 5-6 buildings until level 25, 50, or 100. The zone of protection should extend to a range of 16 to limit ranged PK along the boarders.
This will give new starting clans an actual chance to explore clan benefits, and to eventually hold there own against the more established clans.
Yours truly (though not truly yours)
Dejahlia. The winged wanderer.
Re: Clan protection status for new Guilds.
Posted: Fri Aug 26, 2016 7:58 pm
by Ryaca
Like
Re: Clan protection status for new Guilds.
Posted: Fri Aug 26, 2016 11:43 pm
by _NICKPAN_
maleficence wrote:I joined a clan about a month back. A fledgeling thing, sorely disorganized but eager to build.
Sadly the map they chose was crawling with arses.
Being one of the highest and more active members, (level 84 at the time) I decided to join and help them out a bit.
Several deaths and two hours of building time.. The final attack (by a clan who didn't even have their own clan fortress on the map we chose) not only killed me a fourth time but also destroyed the building I worked on. Mind you, the player who so rudely accosted me was a good 416 levels higher than I. (A sadistic mage, most likely looking to harvest my pixie wings for some horrendous alchemical experiment... I can only wonder at... The ogres say our fairy wings actually make for a potent aphrodisiac when grounded up and mixed with bat guano. -shakes head-)
So what I was thinking of was implementing some sort of protection zone around newly constructed, and unfished buildings.
To limit abuse, this protection would extend to buildings below a certain a level, and a certain amount.
Since the cap for buildings (non walls) is around 11. I would recommend that protection might extend to the first 5-6 main buildings and the same amount of walls.
And that this protection would extend to these first 5-6 buildings until level 25, 50, or 100. The zone of protection should extend to a range of 16 to limit ranged PK along the boarders.
This will give new starting clans an actual chance to explore clan benefits, and to eventually hold there own against the more established clans.
Yours truly (though not truly yours)
Dejahlia. The winged wanderer.
Disagree, many people. will USE this mode, to build and block their enemies clans. Clans, in ft. is the most fun and hard thing. lets keep it like that.
Re: Clan protection status for new Guilds.
Posted: Sat Aug 27, 2016 1:00 am
by maleficence
_NICKPAN_ wrote:maleficence wrote:I joined a clan about a month back. A fledgeling thing, sorely disorganized but eager to build.
Sadly the map they chose was crawling with arses.
Being one of the highest and more active members, (level 84 at the time) I decided to join and help them out a bit.
Several deaths and two hours of building time.. The final attack (by a clan who didn't even have their own clan fortress on the map we chose) not only killed me a fourth time but also destroyed the building I worked on. Mind you, the player who so rudely accosted me was a good 416 levels higher than I. (A sadistic mage, most likely looking to harvest my pixie wings for some horrendous alchemical experiment... I can only wonder at... The ogres say our fairy wings actually make for a potent aphrodisiac when grounded up and mixed with bat guano. -shakes head-)
So what I was thinking of was implementing some sort of protection zone around newly constructed, and unfished buildings.
To limit abuse, this protection would extend to buildings below a certain a level, and a certain amount.
Since the cap for buildings (non walls) is around 11. I would recommend that protection might extend to the first 5-6 main buildings and the same amount of walls.
And that this protection would extend to these first 5-6 buildings until level 25, 50, or 100. The zone of protection should extend to a range of 16 to limit ranged PK along the boarders.
This will give new starting clans an actual chance to explore clan benefits, and to eventually hold there own against the more established clans.
Yours truly (though not truly yours)
Dejahlia. The winged wanderer.
Disagree, many people. will USE this mode, to build and block their enemies clans. Clans, in ft. is the most fun and hard thing. lets keep it like that.
You can put a timer on it to limit this abuse. A 7-14 day grace period would do.
My point is that while clans are rewarding and challenging to build. There's a lot of high level A-holes that target new guilds for the hell of it. A clan consisting of a few level 100s won't do well against a lvl 500 or 2k mage. Which is what I ran into.
What I suggest doesn't take away from it. That clan will still have to defend itself. But it does allow them to get their foot in the door without having to be harrassed by someone they don't stand a chance against.
Being a lvl 84 getting the death screen by a lvl 500 pk the moment he throws a single spell at you while your building a unfinished tower that can't attack..and is destroyed upon your return. Is a bit of a pain.. It's sort of like a level 100 hitting lvl 5s while they escort the princess to king Martak.
It was straight abuse. Not only was I in a non combat mode (skilling in builder mode) but I was drastically underpowered.compared to the guy who chose to attack me. I died so fast I didn't even get to see the name. Just his level and clan tag. (Hint they're near GODZ on the invincible island) we were in 3,-3 well after it was cleared up and there was space for us.
Re: Clan protection status for new Guilds.
Posted: Sat Aug 27, 2016 4:26 am
by maleficence
A desirable way to incorporate a feature like this would be to make it into a single use building, that takes up one space on the map. And radiates a field that mimics the PvP prohibition in area 0,0... or like those found around shops.
The building functions instantly (requires no materials and is not upgradable)
After a set amount of days the field vanishes and the area reverts to normal.
The option to craft the building only appears once and only if there are fewer than 6 buildings around it owned by the clan who wishes to use it.
Examples for names could be shrine of sanctuary, guardian totem, Shield Banner, Aegis Obelisk.. (So on and so forth.)
Re: Clan protection status for new Guilds.
Posted: Sat Aug 27, 2016 4:02 pm
by Ryaca
I wish I could find that sadistic mage and teach him to play nice
