Guild Alias

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8 years 8 months ago #470 by Havoc
Guild Alias was created by Havoc
I think every guild in the game should have an alias account associated with it. This would help with a few issues and could be completely guild regulated.

The guild alias would automatically give access rights based on guild rank. So, if I'm ranked "New Recruit" and that rank has no alias rights, I have no access to the alias. However, if I'm ranked "SuperMutantZombieKiller" and that rank has all alias rights, I could do anything with the guild alias account, design, fight, trade, blow it up and restart it (would need to be an alias right in the first place), etc.

Techs would be decided from the members within the guild. I believe a guild needs 5 players to start, so, it could be based on if 3 players have a tech, then the guild alias has that tech, or perhaps if 10% of the players in the guild have a tech, then the guild alias has the tech. I think that the tech limit should adjust in real time (or every down time) as to who is in the guild and whether the guild still has enough players with a tech. Should a guild no longer meet the required number, that tech is no longer available, but anything already researched with it would remain build-able.

This would give small players something meaningful to do, it would help cut down on the spreading of accounts, it would place less risk in the laps of the bigger players of a guild (not needing to hand out so many aliases), and I think it would greatly encourage actual teamwork: I made this, so I have a stake in it, but it's not just in the hands of one player, it's in the hands of the guild.

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8 years 8 months ago #471 by blackfang
Replied by blackfang on topic Guild Alias
Hopefully this won't lead to a first day newbie being halfway to start building the largest and most powerful fleet ingame, i am not sure if i understood everything correctly but this could potentially accelerate people from nothing to something in a matter of days, even hours.

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8 years 8 months ago #475 by Trifler
Replied by Trifler on topic Guild Alias
If I understand the original post correctly, I suggest that instead of everyone in a guild being able to alias into a shared account to use "guild" techs, it might be better to simply enable some form of guild tech sharing system. If, as you say, 3 of 5 players in the guild have a certain tech, instead of adding that tech to the guild account, just make it available to the other two players. Display it in blue text to indicate that they're getting it from being in the guild and haven't yet researched it themselves.

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8 years 8 months ago #482 by Havoc
Replied by Havoc on topic Guild Alias

Trifler wrote: ...just make it available to the other two players.

The problem I have with this is that it does not directly encourage cooperation. If the guild, or "Alliance" alias account was shared, people would be working together to some extent. It would make it so that you still care about your own empire, but if you are not capable of influencing things the way you wish independently, you can work in the confines of an Alliance to do so. However, to do so, you need to play by their rules and thus together.

We want to give power to the new guys, but not too much. If each player got the alliance techs, then a new player could design battleships right away or something else which could unbalance the system they spawned in, thus opening a method of abuse. Start a new account, spawn into newb-land, join uber Alliance, kill all inhabitants cause you have 2x crystal, 1 sec rof and unlimited damage on escorts.

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8 years 8 months ago #483 by blackfang
Replied by blackfang on topic Guild Alias
I would say, give them an increase in research power on the subjects the alliance got. So incase this noob starts in a system where there are a lot of resources to make ballistic weapons but not a lot for energy, altough his clan is an energy mostly based clan. This would mean that for him to work another way would'nt be beneficial. On the other hand its not beneficial needing resources that is rare in your system and the ones close by. Also you could add a building like an embassy that a player can construct to be able to do a few things with the other players in the alliance, it could also be a research lvl to reach it so new players of the bat won't get it. This could balance it out, so by the time you are out of your system and have reached an agreement with an alliance so will most of the others as well.

On the other hand, thats unfair to the ones without alliances. How would that be solved? I mean i kinda liked the way sir paradox was when he owned an entire system without being part of an alliance. So, for instance if i choose to be a freelancer i would not have any aid and would be forced to join an alliance sooner or later. So why not add the option for a freelancer who has not been in an alliance get a bonus after a while that might be a fraction stronger to make up for the increased time to get it in danger.

Well i don't know, i am just making suggestions to make it easier for you guys to decide, because i got no idea how any of this would be implemented.

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8 years 8 months ago #485 by Trifler
Replied by Trifler on topic Guild Alias

Havoc wrote:

Trifler wrote: ...just make it available to the other two players.

The problem I have with this is that it does not directly encourage cooperation. If the guild, or "Alliance" alias account was shared, people would be working together to some extent. It would make it so that you still care about your own empire, but if you are not capable of influencing things the way you wish independently, you can work in the confines of an Alliance to do so. However, to do so, you need to play by their rules and thus together.

We want to give power to the new guys, but not too much. If each player got the alliance techs, then a new player could design battleships right away or something else which could unbalance the system they spawned in, thus opening a method of abuse. Start a new account, spawn into newb-land, join uber Alliance, kill all inhabitants cause you have 2x crystal, 1 sec rof and unlimited damage on escorts.


I see. You want to make the Alliance account into a shared account that everyone can participate in. I think that ties in with what I wrote in the "A way for the new players" thread. I wrote, "I would love to see Aliasing revamped in such a way as to make it so that a single Empire can be formed that is literally run by two or more players rather than the way it is now where an Alias is just a helper to the account owner."

I have a revised idea for my earlier tech sharing idea to share with the group:
You and I are either in an Alliance or we have Allied Diplomatic status. We also have given each other permission to view our Specials. A new permission is added to the menu called "Research Collaboration" and we both have checked it. Now, your Specials appear on my Specials list in blue text to indicate that I don't have access to it on my own. Research Collaboration allows me to create new designs that are able to utilize the specials of everyone I have Research Collaboration with. The game keeps track of which specials came from whom. A design that utilizes Research Collaboration appears in my Tech Window in blue. Hovering my cursor over the name of the design will display a tooltip listing each Special used in that design that comes from Research Collaboration. The design is then only producible as long as I maintain Research Collaboration for every Special on the list. If one or more is lost, the design name will get a strikethrough.

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