wutafreek 0 Report post Posted November 17, 2007 So I've been doing some thinking, and I've got some ideas. Since there always seem to be times when a Guildmaster can't make a crusade for one reason or another, what if we had a special command to create a Guild Captain? What would a captain be able to do? Well, a captain would be able to take over for a Guildmaster in the event of a crusade, by setting the TPs. If possible, the Captain would NOT be able to accumulate recall points, because if both the Captain and Guildmaster were on at the same time, they would probably get double points. Also, the Captain would be able to switch between either Soldier, Captain, and builder, or just Soldier and Captain. That, or the Captain position would have the same damage rate as Soldier, meaning as long as the Captain was a member of that guild, that would be the only job they could take in a crusade. The way to make a Captain would be to go to the Guild Hall, and purchase a crystal or some other item used with the command to create a Captain. It would be a unique item for each guild, to avoid bugs, meaning the Guildmaster would have to take care of it or just not buy it until they wanted to create the captain. The item would be, for example, "';..;' Rawr Captain [Crystal]", meaning only the GM of ';..;' Rawr could buy it and use it. As for a command, /createcaptain [Name] would work as long as the designated person was online, and the Guildmaster had the crystal of their guild in his bag. The Guildmaster would only be able to buy one crystal, so if they lost it they would have to ask a GM for assistance in getting a new one. As for Co-Guildmasters, they would have the power to let people in the guild and ban them, but not be able to ban Captains or the Guildmaster himself. They would also not have the power to disband the guild. The way to create a Co-Guildmaster falls under the same principle as making a Captain, with the command being /createmaster [Name], but the Co-Guildmaster would need to have 20 Charisma to become one. The Guildmaster alone will be able to ban the Captains and Co-Guildmasters from their guild, but they will not be able to get another Crystal without totally re-making their guild or asking a GM for assistance, so they will still need to be careful about who they choose. Why am I suggesting this and not just suggesting letting people have access to the main Guildmaster character? Because a lot of people seem to have been having problems with getting their accounts stolen lately, and without (or even with) the password changer working, it can be a real problem. Once they know your account and password, they can probably figure out what your next password will be. The point is, some people just can't be trusted, and not everyone realizes that. With this, you can still keep your Guildmaster's account and password a secret, yet still have people be online for the Crusades when you can't be, and let people in the guild when you're not on. For example, if there's someone you've been trying to get in your guild for a while now, but you never see them online and the Co-Guildmaster does, the Co-Guildmaster could let them in the guild for you. Comments/questions/constructive criticism? Share this post Link to post Share on other sites
volvo2 0 Report post Posted November 17, 2007 i got a question, who is going to write code for that? coz Farjat will not certinly do it. Share this post Link to post Share on other sites
XbaggyboyX 0 Report post Posted November 18, 2007 awesome idea wuta, but like volvo says the coding would be crazy not to mention all the bugs that would hae to be worked out Share this post Link to post Share on other sites
wutafreek 0 Report post Posted November 18, 2007 I think if we could get farjat interested in it enough, he would code it or find someone to code it. It's all just hoping though. :sleep: Share this post Link to post Share on other sites
wutafreek 0 Report post Posted November 24, 2007 Any more ideas/comments/concerns/complaints/etc.? Share this post Link to post Share on other sites
Gaucho 0 Report post Posted November 28, 2007 For me is a good idea. Its hard for me or was hard for me to test new ppl to join guild cuz i cant be online all the time. Its good to have ppl that helps u on the guild. I want to said that i will be nais to mute in my guild. Only for a litle bit cuz sometimes i dont like to c on my guild some discusion Share this post Link to post Share on other sites
wutafreek 0 Report post Posted January 3, 2008 Bump. :unsure: Share this post Link to post Share on other sites
~scatterp 0 Report post Posted June 16, 2008 So I've been doing some thinking, and I've got some ideas. Since there always seem to be times when a Guildmaster can't make a crusade for one reason or another, what if we had a special command to create a Guild Captain? What would a captain be able to do? Well, a captain would be able to take over for a Guildmaster in the event of a crusade, by setting the TPs. If possible, the Captain would NOT be able to accumulate recall points, because if both the Captain and Guildmaster were on at the same time, they would probably get double points. Also, the Captain would be able to switch between either Soldier, Captain, and builder, or just Soldier and Captain. That, or the Captain position would have the same damage rate as Soldier, meaning as long as the Captain was a member of that guild, that would be the only job they could take in a crusade. The way to make a Captain would be to go to the Guild Hall, and purchase a crystal or some other item used with the command to create a Captain. It would be a unique item for each guild, to avoid bugs, meaning the Guildmaster would have to take care of it or just not buy it until they wanted to create the captain. The item would be, for example, "';..;' Rawr Captain [Crystal]", meaning only the GM of ';..;' Rawr could buy it and use it. As for a command, /createcaptain [Name] would work as long as the designated person was online, and the Guildmaster had the crystal of their guild in his bag. The Guildmaster would only be able to buy one crystal, so if they lost it they would have to ask a GM for assistance in getting a new one. As for Co-Guildmasters, they would have the power to let people in the guild and ban them, but not be able to ban Captains or the Guildmaster himself. They would also not have the power to disband the guild. The way to create a Co-Guildmaster falls under the same principle as making a Captain, with the command being /createmaster [Name], but the Co-Guildmaster would need to have 20 Charisma to become one. The Guildmaster alone will be able to ban the Captains and Co-Guildmasters from their guild, but they will not be able to get another Crystal without totally re-making their guild or asking a GM for assistance, so they will still need to be careful about who they choose. Why am I suggesting this and not just suggesting letting people have access to the main Guildmaster character? Because a lot of people seem to have been having problems with getting their accounts stolen lately, and without (or even with) the password changer working, it can be a real problem. Once they know your account and password, they can probably figure out what your next password will be. The point is, some people just can't be trusted, and not everyone realizes that. With this, you can still keep your Guildmaster's account and password a secret, yet still have people be online for the Crusades when you can't be, and let people in the guild when you're not on. For example, if there's someone you've been trying to get in your guild for a while now, but you never see them online and the Co-Guildmaster does, the Co-Guildmaster could let them in the guild for you. Comments/questions/constructive criticism? this has been mentioned before its pined Share this post Link to post Share on other sites
wutafreek 0 Report post Posted August 5, 2008 Any feedback on this from the Admins/GMs? :unsure: Share this post Link to post Share on other sites
VagMite 0 Report post Posted August 6, 2008 So I've been doing some thinking, and I've got some ideas. Since there always seem to be times when a Guildmaster can't make a crusade for one reason or another, what if we had a special command to create a Guild Captain? What would a captain be able to do? Well, a captain would be able to take over for a Guildmaster in the event of a crusade, by setting the TPs. If possible, the Captain would NOT be able to accumulate recall points, because if both the Captain and Guildmaster were on at the same time, they would probably get double points. Also, the Captain would be able to switch between either Soldier, Captain, and builder, or just Soldier and Captain. That, or the Captain position would have the same damage rate as Soldier, meaning as long as the Captain was a member of that guild, that would be the only job they could take in a crusade. The way to make a Captain would be to go to the Guild Hall, and purchase a crystal or some other item used with the command to create a Captain. It would be a unique item for each guild, to avoid bugs, meaning the Guildmaster would have to take care of it or just not buy it until they wanted to create the captain. The item would be, for example, "';..;' Rawr Captain [Crystal]", meaning only the GM of ';..;' Rawr could buy it and use it. As for a command, /createcaptain [Name] would work as long as the designated person was online, and the Guildmaster had the crystal of their guild in his bag. The Guildmaster would only be able to buy one crystal, so if they lost it they would have to ask a GM for assistance in getting a new one. As for Co-Guildmasters, they would have the power to let people in the guild and ban them, but not be able to ban Captains or the Guildmaster himself. They would also not have the power to disband the guild. The way to create a Co-Guildmaster falls under the same principle as making a Captain, with the command being /createmaster [Name], but the Co-Guildmaster would need to have 20 Charisma to become one. The Guildmaster alone will be able to ban the Captains and Co-Guildmasters from their guild, but they will not be able to get another Crystal without totally re-making their guild or asking a GM for assistance, so they will still need to be careful about who they choose. Why am I suggesting this and not just suggesting letting people have access to the main Guildmaster character? Because a lot of people seem to have been having problems with getting their accounts stolen lately, and without (or even with) the password changer working, it can be a real problem. Once they know your account and password, they can probably figure out what your next password will be. The point is, some people just can't be trusted, and not everyone realizes that. With this, you can still keep your Guildmaster's account and password a secret, yet still have people be online for the Crusades when you can't be, and let people in the guild when you're not on. For example, if there's someone you've been trying to get in your guild for a while now, but you never see them online and the Co-Guildmaster does, the Co-Guildmaster could let them in the guild for you. Comments/questions/constructive criticism? i like this idea lets say your guild master cannot make it to a crusade nor held?? having co guild master's would be great so if the main guild master isnt on 1 of the co guild masters can set tp and such for crusade or w/e will make crusades even better for guilds which there guild master cant make it to crusade Share this post Link to post Share on other sites