Many small clan tweaks

Many small clan tweaks
effort 4.75 4 quality 4.0 4 reasonability 5.0 3

Overall, clans are an awesome feature. Despite that, there are some issues which could be changed easily, leading to a greatly improved experience.

Issue 1:

Some clan ranks being relatively pointless

There are 5 clan ranks:

  1. Leader
  2. Co-leader
  3. Admin
  4. Elite
  5. Member

The only ranks with actual permissions are Leader and Co-leader. This means the bottom three ranks are essentially identical, which makes them (mostly) pointless.

If you have members in your clan that you trust enough to give them more power (Such as access to the clan treasury, which is basically essential for all island building, because of how expensive walls and defences get) you have to promote them to Co-leader, so you end up with multiple Co-leaders which is just weird.

A possible solution:

Simply assign more power to the ranks that aren’t Leader and Co-leader. My suggestion is:

  1. Leader: Keep the same permissions
  2. Co-leader: Keep the same permissions
  3. Admin: Access to clan treasury, can save/load clan slot, invite members, deposit galleons.
  4. Elite: Invite members, load clan slot, deposit galleons.
  5. Member: Deposit galleons.

This may have issues with the higher tier clans, as they likely have many members at Admin or lower that shouldn’t have those permissions.

Conversely, a harder to code but better solution:

The Clan leader can assign permissions to any rank as they see fit. This would allow more freedom, and negate the earlier problem.

Issue 2:

General building issues

Sub-issue 1:

Not being able to tell where areas of effect are active

These are issues with the farming hut, crops and culverins/mortars.

When placing a farmers hut, you can sort of see the range where its effect is active, but you have to zoom out loads.
When you are later trying to place crops within this range you can’t see at all how far the reach is - which is obviously annoying, as you can’t tell if your crops are within the range or not*.

When placing culverins or mortars, you can’t see the area they can fire at. Again, this is obviously annoying as if the AOE is not what you inteneded you have to sell and replace it.

Simple Solution

  1. When placing farm plots or sugar cane, the area of affect for all nearby farmers huts are shown - and the crop will have an indicator as to if it will be affected or not (not sure what this should be).
  2. When placing culverins or mortars, you are shown their AOEs, AND the AOEs of all other culverins and mortars (so you can make sure your defence doesn’t have holes in it).

*This issue is pretty much negated by stacking crops, but I’m fairly sure that’s not an intended feature and may be removed. One way or another, this feature would still help.

Sub-issue 2:

Wall and gate problems

If you build a full perimiter of walls with multiple gates, with barracks inside, you can trap your clanmates as they cannot get over the walls or through the gates** due to the hitboxes*** (or whatever they’re called) being a little silly.

This is also obviously an issue, because every time a clan member joins my server when I have my cassia based loaded I have to sail back there to let them out.

Another simple solution

Walls, Gates, Bulwarks etc… should only affect non-clan members.

𝖸𝖾𝖺𝗁, 𝗍𝗁𝖺𝗍’𝗌 𝗂𝗍.

**This is refering to a specific tier of gate and wall (which I can’t remember, maybe 4 or 5). I don’t know if this is an issue with other tiers, or if anyone else has ran into this problem.

***The invisible walls affect clanmates, and the prompt to open the gate is on the outside of the gate, meaning clan members can get in if the gates are closed, but not out.

Sub-issue 3:

Misc problems

1.

When building, it auto-sets to your personal funds so if you forget to change it, you end up spending some stupid amount of galleons on a single wall. This is somewhat negated by being able so delete it and get your money back, but you don’t get all of it back.

Solution: Auto-set to clan treasury instead. Simple.

2.

It is ocassionally hard to place things in their intended place due to the size of what you are placing, or where you are placing it (Things like Keeps or Bulwarks).

Solution: When equipping the building hammer, you can zoom out further - alike to how you can when holding your ship’s wheel. (Also, the range in which you can place things should probably be enlarged somewhat)

This involves a lot of content, so if you disagree with one point - try not to judge the entire post on that one point.

4 Likes

The auto-set thing isn’t a massive deal, but I like all these points. That zoom out feature would be SUPER nice for build-focused Guilds

I fully support everything in this suggestion! I would love it if clan(or guild) leader could adjust the permissions at will for each player or rank.

As for issue 1 - just let us Edit all the roles by ourselves. Thats it

1 Like

Allow members to load clan slot still, that’s the point of clan slots.

i agree with what @JustAVoidOrb said, let us customize the roles

however, admin does have a permission (only to invite players) and member/elite are obvious with their names

Actually, admin has no permissions. It says so (wrongly) on the wiki, nut if you look at the rank perms in-game, it is as I said. (unless it’s hidden for some reason)

as unreliable as the wiki is in some cases (usually outdated stuff), i do believe theyre right with the clan permissions as this is extremely easy to test

u gonna test it?

I agree entirely with the second part.
As for the first part, I think that those permissions should be toggle-able or something of that sort.

Suggestion literally fixes all the most annoying parts of interacting with and managing my clan, though I’d also prefer toggling individual permissions for ranks. 10/10, why haven’t they already done this?

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