Any ideas that benefits/disadvantages clans require a complete strategy to implement it properly. Right now, there are a lot of clan activities that are purely for cosmetic purposes, including adding extra rooms, buying mobs/furniture, etc.
The way forward is to implement
clan raids. This will allow other clans to pilfer/reclaim zone flags, zone deeds and clan treasury as part of their reward. Now, the clan's defences become vitally important, and clan leaders need to carefully think of their HQ's layout, spend their treasury on beefing up the mobs and other defences. Now, having a big treasury becomes important, and having your members contribute to that treasury is equally important.
How should clan raids work?1. All clan rooms are dubbed ARENA rooms, so experience/eq etc wont be lost through deaths when PKed.
2. Defenders will get an extra bonus in their capabilities if they are in their clan HQ. I suggest defenders will do 20% more damage, and attackers will do 20% less damage.
3. Anyone dying in these clan rooms (both defenders and attackers) will not be able to enter the same clan HQ for a limited time - maybe around ten minutes.
4. Attackers cannot cast spells to enter or leave the clan rooms.
5. Once an attacker picks up an item from the clan (for example, a zone flag that gives shortcuts to a particular zone), the attacker will lose half of his hitpoints and can only heal up to half of his hitpoints until he reaches his own base.
6. An attacker can only pick up one treasury item at a time. Only two or three items can be raided at any one time.
7. Once a clan is raided, their HQ will be safe for a short period - I suggest one week.
Defences1. All clan entrances will now be hidden entrances. Players will need to physically type search to reveal the entrance.
2. All clannies will recall OUTSIDE their clan HQ. This is where a good spy will be able to find the location of a clan HQ.
3. To move a clan entrance will cost you 5 gold tokens. (This amount is up for discussion). It will take 5 days to move the entrance, so if you suspect your secret entrance has been compromised, you will need to concentrate on beefing up your defences during the move.
4. Defender mobs will cost tokens to purchase, and tokens to level. Their upkeep per month will cost coins - the higher the level, the more costly it is to maintain them.
5. Traps also can be purchased using tokens. Traps could include those that damage attackers, or trap them in the room for a period of time. We could also discuss about traps that teleport attackers as per teleport spell. These traps will only have a limited life before they become useless or have random effects, so you will need to re-purchase the traps.
Rewards1. You will get to keep whatever you have raided. Shortcuts to zones, or zone xp/gold bonuses from zone deeds, etc
2. You will also be rewarded with a special flag that will commemorate your achievement - Something that says Clan A got pwned by us!!
3. There will be flags that equate to zone deeds, zone flags, and clan gold. So you can raid the other clan's treasury - each flag will
represent 10 gold tokens or 100mil coins.
Maintaining your clanYou will need to make sure your clan treasury is enough to maintain your clan's defences. If your balance is below what is required of maintaining mobs/eq/traps etc, you have a chance to lose them completely and will need to repurchase them again. There will also be a delay from the time you make a deposit until the time you can spend it. This will then be the best time for clan raids to happen
Thats the rough idea I have of implementing clan raids. Please, when making comments on any specific section of clan raids, start a new post. Dont try to comment on everything on one post as there will be too many things to sift through and too many opinions on each topic.
Thanks.