AussieDingbat
Legacy Supporter 5
- Joined
- Jan 15, 2011
- Location
- Australia
Now that Guilds are semi-recognised by game mechanics, I thought prehaps we could go that one step further and fully recognise them.
Firstly, Guilds would have to apply in their own Application Subforum, similar to towns at the moment.
Secondly, a guild would need a leader and second in command, as well as at least one other member (i.e. still needs three members), and people can only lead and/or be second in command of one guild. (i.e. Can't lead guild A and be SIC in guild B)
Thirdly, someone could be in as many guilds as they wish, (as guilds are made for different reasons, i.e. KoP and Trader's Union) though you can not join guilds below your guild's alignment, and can not join 'Good' guilds if your guild is 'evil'. (This stops issues of having someone in a 'good' guild pking with a 'evil' guild)
Fourthly, you can not join guilds below your town's alignment, and can not join 'Good' guilds if your town is 'evil'. (Same as above, stops issues of members of 'good' towns pking with a 'evil' guild)
I.e.
* Members of Neutral Towns/Guilds can join Neutral or Good Guilds
* Members of Evil Towns/Guilds can join Neutral or Evil Guilds
Finally, I'd also suggest there being a monetary fee (Between 500c-1000c) to set up a guild, which allows a small ring (15r?) to be set up over the guild hall. This allows the guild hall to be placed inside towns (though mayors would have the final say on what happens here) or the wilderness, and for the guild leader to have the ability to protect themseleves and their guild mates within their base. Oh, and Guild Leaders would also recieve a title, though what that would be I'm not sure, and Town titles would supercede guild titles.
Kainzo said:When your 'guild/organization' meets the requirements posted below - you may post on this forum with the topic such as this.
[GuildNAME] GOOD/EVIL/NEUTRAL [# of players]
ex.
[Knights of Kain] Good (10)
Guild alignment
Good - no pking (murdering) no stealing in good townships/ generally anti-pk
Evil - Murderers/thieves - steals everywhere and kills everywhere (save for sanctum)
Neutral - band of pirates/thieves - doesn't focus on murder but more of theft in neutral/good/evil townships (Profit/greed is high in these)
[size=large]Requirements:[/size]
Minimum of 3 players
Headquarters
Objectives
Misc Info
Firstly, Guilds would have to apply in their own Application Subforum, similar to towns at the moment.
Secondly, a guild would need a leader and second in command, as well as at least one other member (i.e. still needs three members), and people can only lead and/or be second in command of one guild. (i.e. Can't lead guild A and be SIC in guild B)
Thirdly, someone could be in as many guilds as they wish, (as guilds are made for different reasons, i.e. KoP and Trader's Union) though you can not join guilds below your guild's alignment, and can not join 'Good' guilds if your guild is 'evil'. (This stops issues of having someone in a 'good' guild pking with a 'evil' guild)
Fourthly, you can not join guilds below your town's alignment, and can not join 'Good' guilds if your town is 'evil'. (Same as above, stops issues of members of 'good' towns pking with a 'evil' guild)
I.e.
* Members of Neutral Towns/Guilds can join Neutral or Good Guilds
* Members of Evil Towns/Guilds can join Neutral or Evil Guilds
Finally, I'd also suggest there being a monetary fee (Between 500c-1000c) to set up a guild, which allows a small ring (15r?) to be set up over the guild hall. This allows the guild hall to be placed inside towns (though mayors would have the final say on what happens here) or the wilderness, and for the guild leader to have the ability to protect themseleves and their guild mates within their base. Oh, and Guild Leaders would also recieve a title, though what that would be I'm not sure, and Town titles would supercede guild titles.