We’ve discussed guilds before a few times on the forums, and I thought I’d update you on where we are.
What I’m outlining here is our ambition for the core Guild features, but there are more features we would like to add later which I will mention in the “Extras” section at the end.
Headlines
- Guilds exist to help players to collaborate in the game, and provide a framework for competition between Guilds.
- Guilds are versatile – they allow small groups of friends to work together on a build, as well as many players fighting, trading, crafting and building together on a large scale.
- Each character in a Guild can be given one or more “Privileges” (see section below).
- Guilds have their own totals of Beacon plots and Coin, and can control their own beacons.
- Guilds can have Beacon plots, Coin and Items donated by their members. In the future they could earn them directly (see “Extras” section below).
- Guilds can have “Factions” to set up more complex sets of permissions (see section below).
Privileges
Guild members can be given any number of the following privileges:
- Builder (can add and remove non-interactive blocks and props)
- Worker (can interact with things)
- Master of Beacons (can add and extend beacons for the guild)
- Master of Coin (can distribute coins from the guild’s reserves)
- Master of Citizens (can add/remove Builder and Worker privileges)
- Captain (can add/remove Builder, Worker and all the Master privileges)
- Overseer (can add/remove all the other privileges, but cannot remove another Overseers)
Factions
- Factions are Guilds within Guilds, and work in much the same way.
- Characters can be members of any number of a Guild’s factions, and / or the parent Guild.
- Factions have their own beacon plot and coin amounts, and can control their own beacons separate from the parent Guild.
- Privileges for the parent Guild allow access to the Factions (e.g. Master of Coin in the parent Guild can transfer money in and out of the Factions).
- Factions are used to set up more complex permissions. For example:
- Have an HQ with a storage facility that only members of the parent Guild can access for the most valuable loot, and less trusted members are all in Factions.
- Set-up separate Factions for mining, hunting and crafting groups each with their own resources.
- Have a newbie Faction for those yet to prove themselves.
Joining and Leaving
- Characters can be in as many Guilds as they like.
- Characters can nominate one of their Guilds as their Primary Guild, which shows up on their character profile, and may benefit the Guild and the character in some way (see “Extras” section below).
- Characters can request to join a Guild, and anyone in that Guild with Master of Citizen, Captain or Overseer privileges can grant them access.
- Characters can leave a Guild when they choose, but they forfeit any Items, Beacon plots, Coin and time that they have put into the Guild.
- A Character can be kicked out of a Guild by anyone with the relevant Privileges, but only after they have been given back any Beacon plots they have previously donated. Any Coin and Items previously donated are forfeited.
Extras
These are features, that we would like to do, but how or if they fit into the release schedule is to be determined:
- Guilds producing a unique emblem using the Glyph system to represent themselves.
- We would like Guilds to be able to “level up” and gain their own Beacon plots and Coin using special Guild Objectives.
- Setting a Guild as a Primary Guild, could give the character a gameplay benefit chosen by the the Guild Overseer, and possibly related to progression / levelling up.
- A Guild could benefit from having certain numbers of characters who have designated the Guild as being their “Primary Guild”, possibly related to progression / levelling up.
We are currently using the term “Guild” to cover any kind of group that you might want to be in, and the term “Primary Guild” to mean the Guild you are most closely affiliated with. What do you think of these names?
As always, comments and feedback welcomed.