-----------------

poster: Tigran
subject: Castle quandry
date: Sat Jan 13 16:58:20 2001

Looking into the future, for when strongholds are done....There is
something that I want to do that will undoubtedly not be completely
popular.

That is to not allow clan members to have a castle (assuming the
clan has a stronghold...they might receive the initial portion of
the stronghold upon clan creation though).

I also know that there are a lot of you players who have put a LOT
of money into your castles.  My current thought is that any castle
reimbursements will go directly into the clan treasury. 

Unfortunatly with the size of some castles, I don't feel it
realistic that I reimburse for the castle COMPLETELY.  (You would
only get a percentage anyway, after all..it is a used product).  I
believe that I'm going to have to put some kind of a cap for max
castle reimbursement.  

Anyway, this is just a thought and I wanted to know what kind of
opinions there were about this.  No set limits have yet been
entertained, but this is very likely the plan that I will follow
unless something better comes up.

Tig

-----------------

poster: Tigran
subject: >>Castle quandry
date: Sat Jan 13 21:40:08 2001

On Sat Jan 13 21:07:07 2001 Kazulanth wrote post #11:
> I don't think that is fair to people with larger castles; if there
> is a cap, then people who have small castles will be more or less
> fully reimbursed while people with larger castles will not get a
> reasonable chunk back. It would be more reasonable to set the
> percentage per item. I think it is a good idea to funnel the money
> directly into the clan account as to release lots of money into the
> highbie market would cause prices on everything to go sky high.
> 
> --kaz
You're right, it's not completely fair.  That's an impossible task
really.  I'm trying to be reasonable, though.  I'm not out to screw
anyone.  

You'll also note that I didn't meantion any of the possible cap
numbers that are going through my head either.  This is intentional.
 That doesn't mean, however, that I'm unwilling to hear any other
ideas.  

Until any other ideas are posed, or I think of one, this is what I'm
going to go with.  It's not unreasonable.


-----------------

poster: Pedron
subject: doors
date: Sun Jan 14 13:29:10 2001

I was just thinking how smooth the city gates seem to be compared 
to castle doors and was wondering if stronghold gates/portcullises 
could be made like that.  I'm pretty sure the gates just work 
like invisible door objects with no keys, but is still nice 
to not have a peripheral thing appear as an object in the room.

Guards posted at the stronghold gates could have the ability 
to close them fast if an enemy appears and open them for 
friendlies.  Friendlies would have to either register their 
guests at the gate(have them check their weapons? :) 
or leave them back in an outer room.

If the guards are killed however.. there's nothing to stop an 
enemy from raising the gate. (The keep/inner rooms could use 
standard doors that players can lock, and still be equipped 
with hard to crack safes.)

That's my cool idea. :)

-pedron spam

-----------------

poster: Zifnab
subject: >doors
date: Sun Jan 14 14:26:28 2001

On Sun Jan 14 13:29:10 2001 Pedron wrote post #19:
> I was just thinking how smooth the city gates seem to be compared 
> to castle doors and was wondering if stronghold gates/portcullises 
> could be made like that.  I'm pretty sure the gates just work 
> like invisible door objects with no keys, but is still nice 
> to not have a peripheral thing appear as an object in the room.
> 
> Guards posted at the stronghold gates could have the ability 
> to close them fast if an enemy appears and open them for 
> friendlies.  Friendlies would have to either register their 
> guests at the gate(have them check their weapons? :) 
> or leave them back in an outer room.
> 
> If the guards are killed however.. there's nothing to stop an 
> enemy from raising the gate. (The keep/inner rooms could use 
> standard doors that players can lock, and still be equipped 
> with hard to crack safes.)
> 
> That's my cool idea. :)
> 
> -pedron spam
the gates are no differant than castle doors, with one exception
they are told not to appear in the object list in the room.

-----------------

poster: Pedron
subject: >>Strongholds vs. Castles
date: Sun Jan 14 16:40:18 2001

On Sun Jan 14 16:33:53 2001 Lasher wrote post #22:
> Well you did ask so sorry if this is whining but if forced to
> lose my castle I would simply go unclanned. Versus today, all 
> I'd lose is the ability to talk to a few cool people on
> a private channel, which can easily be recreated..
If the new clans have things like the exp donation, and strongholds 
have things like armories and shops and courtyards to 
count as outdoor rooms,smart/equipped uards etc, 
I'd trade castle for stronghold and let the tennants
buy their own. :P  Or leave the castle to a tennant 
nd let them run the place.  If it's a huge castle, 
you might go unclanned.

Other option imght be to scoop the clan castles up out of the earth 
and drop them down around the stronghold. :P
It could be governed by the clan and non-clan tennants could still be allowed 
in.  The clan that governs it could manipulate whatever, 
and the tennants could still use their rooms for storage.
-pedron spam. :)

-----------------

poster: Mikul
subject: >>Strongholds vs. Castles
date: Sun Jan 14 16:40:30 2001

cough Ribb
^WHITEit
I'm against losing "my" castle, i state my in quotes due to
the fact, that my name maybe on the ownership, but i certainly
did not pay for all the castle. My castle is split into
3 main players, and we all pay for any extentions to our bit. The
safes are bought by each of us, the rooms are bought by each
of us, the guards are bought by each of us, the doors are bought
by each of us. Even the facade was split equally between ourselves.

Mikul the unsure, how he'd sort out his castle unless he could just
         reown it to one of the others.

-----------------

poster: Bajumbo
subject: >>>Strongholds vs. Castles
date: Sun Jan 14 16:57:33 2001

On Sun Jan 14 16:40:18 2001 Pedron wrote post #23:
> On Sun Jan 14 16:33:53 2001 Lasher wrote post #22:
> > Well you did ask so sorry if this is whining but if forced to
> > lose my castle I would simply go unclanned. Versus today, all 
> > I'd lose is the ability to talk to a few cool people on
> > a private channel, which can easily be recreated..
> If the new clans have things like the exp donation, and strongholds 
> have things like armories and shops and courtyards to 
> count as outdoor rooms,smart/equipped uards etc, 
> I'd trade castle for stronghold and let the tennants
> buy their own. :P  Or leave the castle to a tennant 
> nd let them run the place.  If it's a huge castle, 
> you might go unclanned.
> 
> Other option imght be to scoop the clan castles up out of the earth 
> and drop them down around the stronghold. :P
> It could be governed by the clan and non-clan tennants could still be
allowed 
> in.  The clan that governs it could manipulate whatever, 
> and the tennants could still use their rooms for storage.
> -pedron spam. :)

     Are you sure you'll be in the clan forever or that clan members
will be in the clan forever?

     What if you/someone else wanted to leave clan? what will happen
to their "scooped up" castle?

Baj (praising for an almost good idea)

-----------------

poster: Pedron
subject: >>>>Strongholds vs. Castles
date: Sun Jan 14 17:04:02 2001

On Sun Jan 14 16:57:33 2001 Bajumbo wrote post #25:
> On Sun Jan 14 16:40:18 2001 Pedron wrote post #23:
> > On Sun Jan 14 16:33:53 2001 Lasher wrote post #22:
> > > Well you did ask so sorry if this is whining but if forced to
> > > lose my castle I would simply go unclanned. Versus today, all 
> > > I'd lose is the ability to talk to a few cool people on
> > > a private channel, which can easily be recreated..
> > If the new clans have things like the exp donation, and strongholds 
> > have things like armories and shops and courtyards to 
> > count as outdoor rooms,smart/equipped uards etc, 
> > I'd trade castle for stronghold and let the tennants
> > buy their own. :P  Or leave the castle to a tennant 
> > nd let them run the place.  If it's a huge castle, 
> > you might go unclanned.
> > 
> > Other option imght be to scoop the clan castles up out of the earth 
> > and drop them down around the stronghold. :P
> > It could be governed by the clan and non-clan tennants could still be
> allowed 
> > in.  The clan that governs it could manipulate whatever, 
> > and the tennants could still use their rooms for storage.
> > -pedron spam. :)
> 
>      Are you sure you'll be in the clan forever or that clan members
> will be in the clan forever?
> 
>      What if you/someone else wanted to leave clan? what will happen
> to their "scooped up" castle?
> 
> Baj (praising for an almost good idea)
The same thing that happens to the 200k gold they spent joining. :P

They could still retrieve their safes and stuff, but if 
they're stepping up clans it's probably 
to some big super clan. :P
Can't see leaving a clan for much other reason as it is.
And for the castles wwith multiple owners from different clans, 
the owner owner could split whatever reimbursements he gets, 
or just give the money to the non-owners and let them split it.

Only the hugest castles have ALOT of money invest in the rooms/castle/doors.
The rest are just things like million dollar guards, safes, chests
miscellaneous other objects I'm sure you'll be allowed 
to carry over to the strongholds.

Remember, it looks like tigran suggested getting rid of the castles 
altogether and reimbursing some partial amount for it being used 
goods.  I was just taking stabs at ways to preserve the used goods 
for use with the strongholds. ;>

-pedron spam

-----------------

poster: Pedron
subject: strongholds
date: Sun Jan 14 23:57:46 2001

Just wanna say, given how the other big 
changes have gone over, I think we can 
trust wizards not to screw people over with the new strongholds.
It might smart for some people, but I'm betting it'll 
rock in the end.  I'm also certain it'll be a 
little more refined than modern castles and 
have more cool features.

Thanks Tigran and all for moving near the end of a projet 
I understand has been gathering dust for years. :)
Should be good when finished.

-pedron

-----------------

poster: Tigran
subject: newclan
date: Fri Jan 19 05:36:43 2001

I again, encourage all of you to try to break the newclan menu
options in any way you can and report your findings to this
newsgroup.  

I continue to try to put all the existing options that apply from
the old clan command onto the new one.  If there is something else
you wish to see, I will entertain ideas (and refute them if I
disagree ;), or if you would like to see an option put on in some
priority, please also post that here.

T

-----------------

poster: Tigran
subject: newclan, additional info
date: Fri Jan 19 05:46:42 2001

Additional information.  Nothing in newclan will affect current data....
except joining a clan. That sucks your experience and money rather quickly.

T
.,


'

-----------------

poster: Jomo
subject: List Clans
date: Fri Jan 19 06:02:38 2001

One thing that would be interesting if it could be implemented
would be to color code the clan list such that new players
looking for a clan could see whether a clan was "Open"

For instance:

Mojo - Open Clan
Dragonheart - Closed (all members filled or not
                                 accepting applications)
Nosferatu - Open only too Highbies 

Well something like that anyway... basically so players
looking for a clan would have an idea which clans to look for.
Maybe MAGENTA for a clan designated as "idle".

-----------------

poster: Wildchild
subject: >List Clans
date: Fri Jan 19 06:06:37 2001

On Fri Jan 19 06:02:38 2001 Jomo wrote post #33:
> One thing that would be interesting if it could be implemented
> would be to color code the clan list such that new players
> looking for a clan could see whether a clan was "Open"
> 
> For instance:
> 
> Mojo - Open Clan
> Dragonheart - Closed (all members filled or not
>                                  accepting applications)
> Nosferatu - Open only too Highbies 
> 
> Well something like that anyway... basically so players
> looking for a clan would have an idea which clans to look for.
> Maybe MAGENTA for a clan designated as "idle".

Umm, who would assign these designations anyways? I think it would
be pretty obvious which clans are idle and which are not. People can
check any time they like or enquire about a clan if they're
interested. Doesn't mean they're going to get a favorable response,
but methinks people are too lazy as it is. In a sense, the newclan
command makes 'em even lazier (imo). They can do some inquiring for
themselves.

Small note, Tigs... checked out clan info for my clan, and it lists
everybody as entering the clan today. Also, it says something like
"Wildchild Head lunatic", then on the next line it says "Position :
10 -- Head lunatic, Clan Leader"... doesn't need to repeat the
info.
Final note, I think it should list invited peoples below actual clan members.

Got other formatting ideas if you want 'em.

-WildChild

-----------------

poster: Tigran
subject: >>List Clans
date: Fri Jan 19 06:09:28 2001

On Fri Jan 19 06:06:37 2001 Wildchild wrote post #34:
> On Fri Jan 19 06:02:38 2001 Jomo wrote post #33:
> > One thing that would be interesting if it could be implemented
> > would be to color code the clan list such that new players
> > looking for a clan could see whether a clan was "Open"
> > 
> > For instance:
> > 
> > Mojo - Open Clan
> > Dragonheart - Closed (all members filled or not
> >                                  accepting applications)
> > Nosferatu - Open only too Highbies 
> > 
> > Well something like that anyway... basically so players
> > looking for a clan would have an idea which clans to look for.
> > Maybe MAGENTA for a clan designated as "idle".
> 
> Umm, who would assign these designations anyways? I think it would
> be pretty obvious which clans are idle and which are not. People can
> check any time they like or enquire about a clan if they're
> interested. Doesn't mean they're going to get a favorable response,
> but methinks people are too lazy as it is. In a sense, the newclan
> command makes 'em even lazier (imo). They can do some inquiring for
> themselves.
> 
> Small note, Tigs... checked out clan info for my clan, and it lists
> everybody as entering the clan today. Also, it says something like
> "Wildchild Head lunatic", then on the next line it says "Position :
> 10 -- Head lunatic, Clan Leader"... doesn't need to repeat the
> info.
> Final note, I think it should list invited peoples below actual clan
members.
> 
> Got other formatting ideas if you want 'em.
> 
> -WildChild
The entry date thing I believe is because I couldn't find a good
enough way to extract it out of the old data ( I may relook at this
), and just updated it today, as for the titles, the two are pulled
from separate resources.  There's a clan title for each person, and
a level title.  Yours just might happen to be the same.

As for the first paragraph, I pretty much agree.

-----------------

poster: Erec
subject: clan menus
date: Fri Jan 19 06:21:27 2001

On each menu, there should be an option to return to the previous menu.

		-Erec

-----------------

poster: Tigran
subject: >newclan
date: Fri Jan 19 06:57:20 2001

On Fri Jan 19 05:54:10 2001 Jomo wrote post #30:
> [LdciCq] i
> Clan? penis
> Penis's insignia is '0'.
> 
> Should return "no such clan"
Fixed...typo on my part.

T
.,

-----------------

poster: Tigran
subject: >>newclan
date: Fri Jan 19 07:04:49 2001

On Fri Jan 19 06:00:59 2001 Erec wrote post #32:
> Similarly:
> What clan is a player in?
> Who? asdf
> Asdf does not belong to a clan.
> 
> Should be Asdf is not a player here, or somesuch.
> -erec
Fixed

-----------------

poster: Tigran
subject: >clan menus
date: Fri Jan 19 07:05:43 2001

On Fri Jan 19 06:21:27 2001 Erec wrote post #36:
> On each menu, there should be an option to return to the previous menu.
> 
> 		-Erec
I'm debating about this.  Ideally I'd like to have it return to the
previous menu when you hit 'enter'.  This is definitly not very high
on my priority list, however.

T

-----------------

poster: Tigran
subject: Newstuff
date: Fri Jan 19 07:21:31 2001

I added in promote/demote within the clan to the Clan Members menu. 
Also I'm working on making options that you cannot do , be unseen. 
Some of these are already done.  More will be in the future.

T

-----------------

poster: Tigran
subject: >>newclan
date: Fri Jan 19 15:25:45 2001

On Fri Jan 19 15:11:11 2001 Kaos wrote post #41:
> clan commands, membership, demote member:
> %s is of equal or higher position within the clan to you,
> %s is of equal or higher position within the clan to you,
Fixed

-----------------

poster: Apathy
subject: >>>List Clans
date: Fri Jan 19 16:55:15 2001

> The entry date thing I believe is because I couldn't find a good
> enough way to extract it out of the old data ( I may relook at this
> ), and just updated it today, as for the titles, the two are pulled
> from separate resources.  There's a clan title for each person, and
> a level title.  Yours just might happen to be the same.
> 
> As for the first paragraph, I pretty much agree.

As far as I can tell, the level title and the clan title are the
same thing. When we use the clan title command from the old command,
all it does is set the title for a particular level in the clan.
Afaik, there's no way to set any other title within the clan.

-Apathy

-----------------

poster: Tigran
subject: >>>>List Clans
date: Fri Jan 19 16:58:27 2001

On Fri Jan 19 16:55:15 2001 Apathy wrote post #43:
> > The entry date thing I believe is because I couldn't find a good
> > enough way to extract it out of the old data ( I may relook at this
> > ), and just updated it today, as for the titles, the two are pulled
> > from separate resources.  There's a clan title for each person, and
> > a level title.  Yours just might happen to be the same.
> > 
> > As for the first paragraph, I pretty much agree.
> 
> As far as I can tell, the level title and the clan title are the
> same thing. When we use the clan title command from the old command,
> all it does is set the title for a particular level in the clan.
> Afaik, there's no way to set any other title within the clan.
> 
> -Apathy
There is now!

If we only want one of those titles, why don't you guys let me know
which one you want.  

T

-----------------

poster: Tigran
subject: newclan
date: Mon Jan 29 05:56:15 2001

Ok, newclan menus appear to be done minus some aesthetics.  I'm
going to move on to the next fun step unless there are any glaring
problems. 

Tig

-----------------

poster: Pedron
subject: stronghold eq vaults
date: Sat Mar  3 01:07:40 2001

(Originally in ideas)
If we have some sort of eq sharing system in clan strongholds, 
I was thinking maybe leaders/top level 
clan members could set access levels for each vault.

Could have each level vault added separeately; I 
was just imagining a long 10 room hall where level 1 
clan members could enter the first room, level 2s could 
walk into the 2nd room, and so on, with the 
level 10 vault inaccessible to all but the level 
10/top clan people(however levels are done).

If vaults are raidable, then maybe have it so you can 
set guards to block clanmates under level 9 at the door 
of the level 10 vault and so on down.

I know players are generally expected to regulate their own 
clan matters regarding gold or whatever now, but was hoping the mud 
my help leaders with measures like the one I propose.

As it stands, clanmates of higher levels are generally the most 
trusted/helpful to varying degrees.  Hopefully we can have 
built-in security measures we can set accordingly rather 
than allow access to all players over level X and deny access 
of all clanmates under level X to the stuff.

(I might put some of my finer eq in a level 9 vault and spare eqs 
down in a level 2 or 3 vault when I'm not using it on a given reinc 
for example.)

There's my idea,
-pedron