Added a few more and edited a few. If anyone has suggestions, ideas, or improvements of already mentioned ideas, go ahead and post it![]()
Added a few more and edited a few. If anyone has suggestions, ideas, or improvements of already mentioned ideas, go ahead and post it![]()
Lets make societies an important part of EUIf you guys have more ideas or improvements to the ones already mentioned then just add it here
![]()
GJThis quote is hidden because you are ignoring this member. Show Quote![]()
More ideas can just help MA think of good ways how societies should workLets add and update these ideas and try to put them all in one place all the time
![]()
Lets add more ideas or improve the ones we already have here![]()
Some very good ideas.
I don't agree with disbanding the small societies. It's their wish to be a group of 3 to 5, why should we say they can't?
I also think we should leave the "Most Players" ranking in, especially with the ideas of auto-kick and auto-disband, the 'bad' should become apperent. When a player is about to be auto-kicked, a message to 1st & 2nd Rank so that they can take action like [yes, kick], [yes, leave message], [no, lower in rank], [no, postpone for one month]. Sometimes the soc knows why someone is inactive (taking a break, summer, baby, new job 1000km away, etc.)
One idea of my own: I like to have a "Search by Tag" option and other improved search-options. It's now impossible to know where to start looking for a new society. Societies can add Tags, for example 'hunting' 'europe' 'fun' 'caly' 'teamhunts' 'pvp' 'beer'. Other search-options can be [min/ max members], [time created], and more that doesn't come to my mind right now.![]()
The search idea is great, will add something in that sense to the listThis quote is hidden because you are ignoring this member. Show Quote
Regarding the disbanding of societies of 3 to 5, its not mentioned anywhere. Only thing that was suggested is that to be ranked in the different rankings, the minimum member count would be 10 people.![]()
Add society globals to society chat, as an option!!!!
Rgds
Ace
Thats a good one. I removed the different color of member global and put this instead as this is much betterThis quote is hidden because you are ignoring this member. Show Quote![]()
Thanks, more ideas are welcomed![]()
From my website to add to this thread as requested:
I think it’s widely accepted that the society functions in-game currently available are outdated, providing little incentive to manage a society or join one, and even becoming burdensome on those who do administer groups.
I believe True Juan a while ago managed a society wishlist. That list got me thinking: What would make a good society structure for EU?
Here it is:
The Current Structure
The current society structure consists of 6 ranks, for each society, each rank being progressively able to kick more people out, and manage a few updates. These updates are largely only noticed when a person is at the society terminal, and the ranks are basically meaningless titles players are forced to conform to if they want to join a social group or create one. They do not support a creative structure, instead they seem to enforce a type of game immersion. While this is good starting out, it’s not so good overall.
Proposition
Create a society structure based on tiered advancement levels. These advancements grant new abilities within the society, and can be earned through either society longevity, or completion of related quests, or a combination of both.
Start with the basic society structure that exists now, in terms of ranks and titles, and add functionality to all societies for these items:
- Message of the Day
- Total Skill Count
- Last Date/Time Online
- Preferred Language
- Language Filter (for foul mouthed folks or socially conscious groups)
- Event Calendar
- Chat Channels Used (for societies that use multiple chat channels this can be helpful – discussed later)
- External Website
- External Voice Chat Service
Create an underlying system of rewards for societies that have been around a long time and/or have a high member base capable of completing ingame tasks. This system of rewards allows the society to grow.
Reward Tier 1: Customizable Ranks and Privileges
1,000 points, or 1 year ingame
The Rank Archetype option “Custom” is added to the society terminal. Up to 20 ranks may be defined by the user, each with their own name, and privileges. Rank Archetypes may only be selected by the society leader. Privileges may also only be assigned by the society leader.
Privileges added include:
- Recruit New Members
- Expel members of rank or below (define 1-20)
- Moderate/Open Society Chat
- Add/Deny voice (members with voice can talk during moderated chat)
- Mute/Unmute a Society Member (only applies to society chat)
- Start a Trial (in a democratic or monarchial style society, a trial may be used to expel a member)
- End a Trial (ends a trial before it is concluded by a jury)
- Create a Jury (in a democratic or monarchial style society, a jury is selected at random from 10 participants who are all online at the time)
- Update description page (updates all info for society)
- Allow/Disallow new member applications
- Access/Deny Society Storage
- Access/Deny Society Buildings
- Access/Deny Society Merchants
- Access/Deny Society Taxes
- Automatic Access to Channel (specified)
New items
Chat: Societies may specify in their description chat channels they use. Members will be automatically added to these channels. How they are automatically added depends on what is specified by their rank. This is useful for societies that may be large, like NBK, but may also wish to help new players. Instead of having multiple divisions they may now all consolidate under one flag. This will be useful for completing society quests.
Moderation: Chat channels can now be moderated by a member with sufficient privileges. This can be used to stop arguments, or for events, or other tasks.
Voice: Voiced members can talk during channel moderation
Mute/Unmute: Sometimes a person may be a problem. Or they might just be drunk. Folks may not want to, or have the authority to kick them. But they can still resolve the problem by muting them, so they do not disturb the rest of the society while people are figuring out what to do about them.
Trial: This option is automatically enabled by default. A person with sufficient privileges may put another person on trial, to remove them from the society. This circumvents needing a leader involved in every decision, and reinforces a sense of community.
Jury: Randomly selected. If there are not enough people online a jury cannot be formed.
Society Storage: If applicable, shared storage can be accessed by the rank specified.
Society Buildings: If applicable, private buildings shared with only society members can be accessed by the rank specified.
Society Merchants: If applicable, merchants managed by the society may be accessed by the rank specified.
Society Taxes: If a land area is managed by the society and taxes are split, this rank is entitled to a share of those taxes.
Reward Tier 2: Customizable Society Archetypes
5,000 points or 2 years in-game
The society may choose a government structure.
Society Government – Democracy
In a democratic society votes count for everything. The leader is selected by vote. People are expelled by trial, or by leadership decision/delegated responsibility only.
Society Government – Monarchy
In a monarchy, the leader cannot be removed, however trial functions are still open to expel members, including the leader, if the membership warrants it. In the event the leader is removed, the next leader is determined by highest rank + longest time in society combined.
Society Government – Dictatorship
In a dictatorship the leader may not be removed except in cases where the leader appoints a new leader, and trial functions are disabled.
Society Government – Achievement
In achievement oriented societies the person with the most skills is the leader. The system automatically uses skill counts to determine this once a month.
Society Government – Oligarchy
In oligarchial societies the leader is elected once a month based off total accumulated wealth, including assets managed. These assets are calculated at their current market value, including markup.
Reward Tier 3: Increased Member Count
10,000 points or 3 years in-game
Available Member Count is increased by 50.
Reward Tier 4: Society Headquarters
20,000 points or 4 years in-game
A society may designate one building as for society use. This building is the society headquarters. This opens up functionality later on for storage, society specific quests, society merchants, etc.
Reward Tier 5: Society Daily Quest
30,000 points or 5 years in-game
One Society quest may be added to the society building. The society quest is an NPC that hands out a daily quest that can be completed in addition to daily quests for corporations, planetary entities, or other NPC affiliated groups. This allows for faster point accruals.
Reward Tier 6: Increased Member Count
60,000 points or 6 years in-game
Available member count is increased by 50.
Reward Tier 7: Society Shopkeeper/Shared Revenue
120,000 points or 7 years in-game
One shopkeeper may be designated as operated by the society. Representatives authorized to use this privilege may do so. The merchant may have a society tax rate added to it, with that tax being divided up amongst all eligible members. If the society building is a shop or stall, then the entire shop may be designated as for use by the society at this time.
Reward Tier 8: Society Daily Quest
240,000 points or 8 years in-game
Additional society quest NPC.
Reward Tier 9: Society Shared Storage
480,000 points or 9 years in-game
Society Storage is allowed on one container, located in the society building.
Reward Tier 10: Society Land Area/Shared Revenue
1,000,000 points or 10 years in game
A land area maintained by a participant may be declared for society use. A portion of its taxes, set by the society, is sent to society taxes, and divided up amongst all eligible members.
Reward Tier 11: Increased Member Count
1,250,000 points
50 more society members are allowed to join.
Reward Tier 12: Increased Member Count
1,500,000 points
50 more society members are allowed to join.
Reward Tier 13: Increased Member Count
2,000,000 points
The society may maintain another building.
Further Rewards
Every 250,000 points afterward + 10 society members.
Every 500,000 points afterward + 1 merchant
Every 750,000 points afterward + 1 storage container.
Every 1 million points afterward + 1 building.
Every 10 million points afterward + 1 land area.
Gaining Points
Points are gained at a rate of 1 point per task completed. Each task is offered daily, by mission brokers in the towns on planet. For planet Calypso, the towns would be Port Atlantis, Cape Corinth, Fort Ithaca, Fort Fury, Atlas Haven, Minopolis, Fort Zeus, Nymphtown, Twin Peaks, Fort Isis…
Outposts are not included here deliberately. These are town exercises.
Each task may only be completed once per day.
Task Variety
Some NPC’s may give general tasks, such as Kill x amount of creature, or deliver x amount of a (looted item). The creature selected may be random. The looted item will be a general loot item. Sometimes it will be easy and very economical. Sometimes it wont be so easy. If the task is too hard or too expensive, it may be abandoned and 24 hours after abandonment it may be attempted again.
Other NPC’s will have tasks related to a specific industry or planetary cause. If you are on a task related to an industry 3 things happen:
1) Your faction standing with that particular industry goes up. This faction will begin to like you. Functionality can be added here based on ranking with a faction, however a society may declare allegiance to a group, if their members have a predominantly good standing. This may expose the society to additional quests and open world PvP opportunities. The fighting is deemed consentual based on society membership. Those who do not wish to engage should talk with their society leadership about allegiance and why they object.
2) Your faction standing with the industry in opposition to your task goes down. This faction begins to dislike you. If they dislike you too much, they will refuse to give future quests. Additional functionality can be added here based off the faction ranking as well.
3) You are PvP flagged against the industry you are going up against. This flag goes into effect in 90 seconds, allowing you to get out of the general area of the quest giver and not be camped.
Who are the factions?
The factions are:
Calypso Defense Forces (colonial)
Planetary Government
Wastelanders (chaos)
Mutants (native)
Omegaton (corporate)
Genesis (corporate)
Chikara (corporate)
Why do the factions matter?
When you talk to a faction NPC, they will send you on a raid of an opposing factions headquarters, or send you to defend their headquarters against raiders. You will not be lootable, however from this point forward you are PvP flagged to the group that you are sent to fight against, until your task is either complete, or you are killed by somebody flagged to fight your faction.
Each faction has a home town. In that home town you may find apartments (currently owned by Marcus) which are set up as suites for key members of the corporation, from the CEO to researchers to maybe a guard or a military personality. The point is there are multiple apartments set aside in these areas for these NPC’s. They’re decorated, etc, and inside is an item that you may be quested to obtain.
Once you get to the apartment, only you may go in. No other player may follow you. This is so apartments cannot be camped. However different floors can be. So can the cities themselves. Alternate means of entry besides the teleporter is advised…It may also be wise to employ scouts who are currently neutral…
Your job is to retrieve the assigned item. Once you retrieve it your task is complete. You do not have to return it to the NPC. Simply picking the item up resolves the quest. However, your journey there may not be easy, as people will be tasked with defending their faction vs your raid. They may not know where you are going, but they are tasked with killing a member of your faction, and they will want to do it.
Example Scenario
Scenario A
Omegaton Representative Beatrix Kiddo has asked you to retrieve a document from the suite of a chief researcher for Chikara. Chikara’s hometown is Sakura city. You fly your Sleipnir into Sakura, being careful to avoid watchful eyes, and begin exploring the apartments. You’ve asked a friend to help you look. Eventually you find this researchers suite, its 12F of building Ai.
You head into the building. Oh man, there’s somebody with a purple name! You quickly take aim before they see you, and send them back to the revive. Now you know you’ve been spotted though, so you better act quickly.
You step up to the teleporter and teleport just as somebody else comes into your field of vision. You disappear just as the sound of a gun fires. You’re on floor 12. It’s clear. You step into suite F, and go up to the desk. There’s a disk there. You grab it, and quickly upload the data to representative Beatrix. It’s done. You have gained 1 point for your society.
Scenario B
At Port Atlantis there’s a known member of the Planetary Government who works with colonists to keep the area safe. They say there’s a problem with Boorum showing up uninvited into places they are not wanted. They ask you to bring back tropies collected from 10 Boorum, to send them a message.
Your best weapon is Bukins Blade.
As much as you’d like to take a slice at the Boorum, you think you’ll lose your head before they lose theirs.
You try again tomorrow, and find that Berycled are attacking the walls of Port Atlantis. Your Bukins Blade is perfect against them. You accept the mission and quickly earn 1 point for your society.
What’s this about headquarters?
Each faction has a home base. That home base is dedicated to that factions interests. However initially there will not be quest related NPC’s there to hand out quests. Instead these areas will be gradually decorated as the quest system grows to show off more about the faction in question, and provide more advanced daily or weekly missions for a variety of different rewards.
For now, the home bases should be considered extra PvP zones that are only enabled for as long as you are flagged with the appropriate quest. You may enter them as usual as long as you are not flagged.
What about the Wastelanders? They have no home base! Or the Calypso Defense Forces? Where do they live?
Oh yeah they do. Ever been to Chug’s Hideout? How about the far off outposts of Nymphtown and Ashi? Those regions seem pretty lawless… You might find some Wastelander items in those places.
As for CDF, well, a while back Bilton Towers was known to house some CDF folks. Also corporations might offer discounts to employ CDF guards to look after their cities. You might find some folks mixed in there.
Planetary Goverment has no home. So… what’s up with that?
It’s designed to be a very easy quest to complete. Yes you will get a PvP flag from folks who have to raid the planetary government. They will either be allied with the Wastelanders, or the Mutants. Corporate interests have no interest attacking government facilities. However, there are government offices in every town, and at every outpost. It’s pretty easy to complete this quest compared to others. They usually just want you to deliver some mail or kill 10 mobs.
This seems pretty hard! If you cant succeed at every mission every day, how do you expect players to get 2 million points?!?!?! Thats stupid.
I dont expect people to solo them. This is for societies. Get more active members. Active societies will excel here. Inactive societies may find this difficult. Small societies with skilled users will be able to complete all missions. Large societies full of newbies will miss quite a few, but by roll of the dice their members will still get a few points every day from low end missions.
The more members you have, the more missions they can try per day.
What about other planets? These are only Calypso factions.
A society headquartered on another planet would be able to align themselves with their planets factions, and complete quests accordingly.
Benefits
I believe this structure benefits societies that last a while in-game, as well as benefits societies with heavy member base. It not only gives management tools, but incentivizes participation up to the point of virtually unlimited revenue share for society members through taxes shared on land areas.
This I feel will drive the user base up, giving everyone potentially access to ownership share, and will give societies that work at it quite a bit of clout in the game. Long term or small societies are never marginalized, as even they can be part of the land area revenue share simply by sticking around and staying active.
It also benefits Planet Partners and MA, because with the quest system I have in mind, these society quests will be money sinks that the partners can derive income from separate from Iron Missions or other quests.
Drawbacks
Some participants may feel disenfranchised because there is a cost associated with an advanced society.
Some participants may create societies dedicated to rapid advancement, and shun those who cannot complete daily missions.