Each player in the clan can either share one storage room, or their own.
The clan owner has access to everyone's storage. This is a trust system. Obviously if the owner steals from you, and you don't like that, you can quit that clan.
Things needed in place for a clan to be secure from other players/ clans:
- A guarded entrace. Possible multiple guards.
- Chest(s) to hold items.
- Possibly traps on doors and chests and even just in rooms.
- Invis key obj for members of the clan.
- Possible ability to be in more than 1 clan.
- Infrastructure controlling how these objects and mobs are to be placed.
- Clan board for discussing anything the clan wishes.
- Generic rooms with the clan members (of proper access ranks) to be able to edit the long desc. I don't feel that the rooms necessarily need to have to lose their generic/static long descs.
- Ability to expand the size of the clan (room-wise) and limited by surrounding area. (up/down is always the easiest option (sewers placement being the exception.))
- Discuss where we can place clans.
And so forth. This idea has been around awhile. Perhaps a regen room, outdoor garden for foraging, etc are also possible.
I think when we keep things in basic generic form with front guards and tightly locked, but not indestructable, chests it will allow the idea to move forward more quickly.
So, in terms of balance.. I was thinking that the chest has a higher chance of saving equipment than say a guild box. It doesn't need to have the donation status to be able to use the chest. There could be a max of 20 saved items in the chest at a high rate of saving. Perhaps something has to be done to make more possible to happen before each boot. Like coin dumping on a spell of restoration or something. Some service that an npc performs even. It could be complicated or simple. But we could start it out like a normal gbox minus donation status to begin with. Still showing the donater.
Basic clan hall: 2 rooms. Entry, and Chest Room:
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^- guard(s) at front.
Basic upgrade: 5 rooms. Entry, CR, and 3 others. Chest room could be moved to one of the other 3. The further from the entrance the better, because we can have a max of, say, 5 guards per room. Ability to hide a room, but not with impossible to attain access with syntax. Possible store like in guilds, only one you can sell things to that you don't want to store. Light adjustable. Indoor/outdoor adjustable. (Outdoor on ground level being a security risk.)
Any future sizing would have to be done down the road. There's enough on the plate already.
Mob structure: Size, level, wiedling, armoured, special, give 0 xp, aggro (inside to non-members-mob queries player for proper sash), high regen when not-in-combat, potentially drop something (always drop wielded/worn), chat/achats, annoucements made on clan line when the clan is being infiltrated, other properties.
All changes need both Clan Leader and Wizard approval?
Lastly, in the past this went underway, but people didn't bother writing room descs for their clans and it sorted died off. So we could do generic rooms, or ASCII words for the rooms. I think another good feature would to have a rooms that block scry.
Discuss! (And find me the twiki link to the past discussion of this.)