> ObCircle: > Has anyone found a way to implement clan wars yet? In a player command? I haven't done it myself, but it would seem to require some PK system to begin with. For example, PK is explicitly disallowed except for people in clans. Murdering players not involved in a clan war makes it impossible to take stuff from their corpse, get experience from the kill, etc. During a clan war, the murdered player's corpse can be ransacked and maybe a keepsake ear appears (Diablo-esque). Perhaps it will make it so the murdered player can't come back on for a while (a feature in Death's Gate MUD, but for all deaths, I'd assume). A person of clan A kills a person in clan B. The clan leader(s) of each receive mail from 'an anonymous spy' or something, informing them of the kill. This kill is handled as a non-clan war kill. The victimized clan can request something to prevent war. Otherwise... "It's open season on all clan A guys." Clans A & B will now murder the other on sight.. Both clans, now at war, will die the special death. The special death allows for a kind of victory. Let's say that clan B was weaker, but now the clan gangs up on B members, harvesting them one by one. Since the murdered victims can't come back, and they lose their stuff, clan A's power increases AND clan B is weakened. Clan B kills all of Clan A, getting their stuff. With the war over, the murdered ones can come back on and start rebuilding themselves. Clan B is now stronger, and Clan A needs work. Of course, in war, clan A could've just decimated clan B too. Makes diplomacy a plus. Doesn't seem too difficult to implement, but a lot of 'if's. -B. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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