Opened 10 years ago
Closed 9 years ago
#2668 closed enhancement (wontfix)
Alliances or Guilds for multiplayer. ("Guild-System")
Reported by: | Radagast | Owned by: | Josh |
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Priority: | Nice to Have | Milestone: | |
Component: | Multiplayer lobby | Keywords: | |
Cc: | Patch: |
Description
Accounts' primary keys that are stored in the online database could be referenced in a new table called "alliance" or "guild".
` Ally | Member | isCouncillor
Gallic Alliance | Vercinget0rix | true Gallic Alliance | Getafix | true ... Free Cities | Venedig ` The civilization should probably be free to choose?
Game start changes required.
When starting a multiplayer Alliance game from the Guild/Alliance-home, then all members that are currently online are given as parameter to the gamesetup screen and are automatically marked as allies
(same team).
Several GUI pages could be useful:
- Alliance/Guild home/lobby. (fortress or diplomacy/embassy saloon showing all members, marking those that are online in a lighter color hue).
- Alliance/Guild ranking.
Essentially an own lobby.
Member functions:
- Donate gold coins into the guild' treasury. (can be used for further upgrading the guild lobby, e.g. higher member limit. Starting with 4 members?)
- Guild chat.
Councillor Functions:
- Invite member. (best via setting up a poll, 50% of the members have to agree to. yes no vote.)
- Kick member (dissolve alliance).
On top of Guilds, a online diplomacy system could be developed, allowing Guilds to forge alliances with other guilds. (though essentially this can be handled on a per game setting in the diplomacy panel. thus there are no changes needed.)
Change History (1)
comment:1 by , 9 years ago
Milestone: | Backlog |
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Resolution: | → wontfix |
Status: | new → closed |
Clans can be created without adding a lot of logic to simulate some other game in a game lobby.