Clan Suggestions & Improvements

Esorcism

Recruit
Mar 17, 2021
5
16
3

Clan war improvements

Some days ago on NA the biggest fight BO has ever seen has taken place, with nearly 100 players fighting each other.
Thanks to this experience, I feel like I can write a review about how it can be improved to make it even better than it is.

As of right now the wars between clans are, yes, very fun and entertaining, but something is missing:

1. There isn't really any real reason to make war to each other if not for roleplay purposes or arguments between clan members.
It would be cool to add some kind of war fight counter, that counts wins and losses from both sides of the war, and gives a prize to the clan that got more wins, by taking it from the clan bank (if we'll ever be able to deposit cash in it).
Wins and losses are counted when at least one member of a clan gets in a fight with the opponent, even if he is the only clan ember fighting.
If a clan isn't able to pay the cash prize to the opponent, it'll lose influence depending on how much % of money they didn't pay, risking to lose clan levels, bonuses and members.
This point implies a time-limit to wars must be created (100 in games days as maximum?)

2. Wars are really slowed down by people hiding and retreating in settlements.
This would be fine normally, if not that the wait usually take hours.
It would be fun to add a "search the town/village" mechanic, where you have a chance (idk, 50%), of finding the enemies inside it, forcing them to come out of the town and not going back for 20/30 seconds.
This could come with a cost in denars, or influence, and could be limited to 1 search every 30 minutes (1 search per clan).

3. Make usage of the clan denars bank, by setting up costs to declare wars, upgrade the clan storages, and so on.

4. Add a prisoner mechanic for troops as well, with a chance of capturing the enemy troops (that decreases based on the tier of the unit).
Units could be sold to a "Slaver" in settlements (prices increase depending on the tier of the units) or recruited in the party after a certain amount of time has passed (time increases based on the tier of the unit).
Keeping prisoners in the army slows down your party as well.

Village Capture

Introduce a conquering mechanic to villages:

General mechanics
- Villages will have their own army of 400 high tier men (T3 or more), that means you can conquer them only if you attack with at least 4 people.

- Villages can only be attacked by members of a clan

- When a clan conquers a village (by defeating its army) the village starts producing passive denars and influence income to the clan bank.

- The amount of influence and denars produced depends on the Village level:
Level 1: 30.000 denars and 100 influence per day
Level 2: 70.000 denars and 150 influence per day
Level 3: 120.000 denars and 300 influence per day
Each upgrade costs influence (1000, 2000, 3000)
The passive income must be collected by a clan member once a day, otherwise it won't deliver the income and when it reaches max capacity will stop producing.

- Once a village is captured, clans can garrison a max of 300 troops in it (that will defend the village if it gets attacked by enemy clans).
A village can be attacked after 24 hours since its capture.
The troops wages are not counted.
If a clan member manages to reach the village in time, he can join the defence and help out the 300 troops army (led by the AI).
Up to 3 Clan members can defend the village.

- A clan can capture a max of 3 villages.

- When a conquered village gets captured by another clan, it loses 1 level.

- A village can be attacked twice every 12 hours.

- Create a notification system that warns the clan members if one of their villages is under attack.

- Conquered villages can't be accessed by enemy clans, only from neutral/allied ones (can still be accessed by clanless people)

- Conquered villages can only be attacked by enemy clans
 
Last edited:

Rodrik Cassel

Recruit
Nov 28, 2021
1
0
1
Why can a clan consisting of 5 100+ parties attack a new player in the desert/wildlands just trying to complete the ancient trader quest? I don't think a clan should be able to hunt non-clan parties in the PvP area until they join a (in war) clan. Or move the basic quests (ancient trader, occultists etc) out of the PvP...
 
Last edited: