Clan Treasury

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Tetigustas shadowson
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Post by Tetigustas shadowson »

We used the clan treasury for aid, members were alloud to remove a percentage but not all of the contents of the treasury when making their runs.
I think a loan amount veriable should apply, if said empire is lowest ranked in the clan, then he should be able to recieve more from the treasury than those who are 'to big for your aid!'

A clan member over rank blancing act.

Or an input vrs. output veriable (He who gives more, can get more.)

I am confused (Sack?) you mean I could Sack thier treasury or thier troops?
if I can sack troops then whats this have to do with effecting a clan treasury.
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Shadow I
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Post by Shadow I »

I really like the sack nerf. Are the values the same for both food and cash? i don't think it is being abused very much though. There should be some benefit to working in a clan other than war status.
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Post by The Beatles »

Before anyone says what it was designed for: sure there may have been CTs at other proms, but I wrote this one, and I don't remember what it was designed for, so I doubt anyone else does. I like the fact that it allows clan members to specialise completely -- I really like that. At the same time, there is a reasonable point in that it lets far too many resources be funneled upwards.

So I will just throw out three independent but synergistic ideas.

1. A simple time delay -- say 6 hours for goods to arrive on the CT.
2. You can only CT a certain percentage of your resources -- just like the CM, at most a certain percentage of all your resources, whether in the CT or on you, can be in the CT. If (1) is implemented as well, then this restriction only holds while the goods are in transit.
3. The amount you can withdraw from the CT is inversely proportional to your net relative to the clan average net.

I think either of these would solve the immediate needs, but applying several of them might be better.

[edit] Whoops! Attribution. Number 3 is Freen's idea, and I like it, and the other two are almost certainly not original.
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Post by Freenhult »

The Beatles wrote: 1. A simple time delay -- say 6 hours for goods to arrive on the CT.
2. You can only CT a certain percentage of your resources -- just like the CM, at most a certain percentage of all your resources, whether in the CT or on you, can be in the CT. If (1) is implemented as well, then this restriction only holds while the goods are in transit.
3. The amount you can withdraw from the CT is inversely proportional to your net relative to the clan average net.

I think either of these would solve the immediate needs, but applying several of them might be better.
All 3 of those can go in for all I care. It keeps the dynamics the same, while allowing for competitiveness.
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Post by Death »

That also works. And I meant the concept of a CT.. I mean unless you made one without knowing that other games had them, which I would believe.

I don't see how those suggestions would harm clans any more than the credit system, but whatever, as long as it works I'll support it.

Shadow, clans have a CT, CM, Clan Shared Defense (unless it was removed) and raised Aid limits. I don't think implementing a series of nerfs like these would exactly kill the benefits of being in a clan.
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Post by The Beatles »

These are just ideas; but I think the credit system just gives too little leeway for screwing up. This would make it similar to the CM, which is also simpler.

And yeah, I implemented it without formerly having looked at any other implementation. It's not exactly a radically novel idea.
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Post by Devari »

I dunno, I think I like the credit system over the time delay - it actually seems MORE useful that way, at least to me. A little confirmation popup saying "Are you sure you want to deposit x food, y cash, z runes?" might do the trick for the whole screwing up thing.

Still, time delay is acceptable to me - I just think Credit might be simpler and slightly more useful, especially if measures are taken to avoid misclicks. The lovely thing about Credit (aside from the fact it's really simple to use and implement) is that the limit can easily be bumped for something like Duels or a Special Server; time delay in a fast-paced Duels game would render the CT considerably less useful.
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Post by Shadow I »

Question: When will the changes to sack be implemented?
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Devari
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Post by Devari »

Haha, whoops, you guys haven't seen the Dev Forum.

The answer would be: Already done on the Dev server; will be implemented for the May set on the Regular servers. As well, Maging will be cut back down to reasonable levels, and Indy took a slight hit to bring it in line with Maging and Farming.
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Post by Shadow I »

Cool. Will it happen on WoA at the same time as BfR?
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Post by Devari »

Yeah, the code's the same for both servers, so the change has to affect both servers. That's one of the sad things about a non-resetting server - there's no logical break for code changes, so things just have to be done on the fly. Closer to the time, I'll try to remember to send out a general warning to every WOA account. And, of course, it'll be in the News.
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Post by The Beatles »

You're right, credit system is faster. I like it better than time delays, actually, so if it's acceptable to you & Death, then I prefer it.
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Post by Slasher »

There's nothing wrong with the treasury really, it's been the same for god knows how long. Troop storing, fair enough, that was a BIG problem, however this is just taking it way too far, leave things as they are for the CT
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Post by Gen. Volkov »

The Treasury isn't that bad. If you want to change it fine, but it's not really giving anymore advantage than say, unlimited aids between clan members is. And the risks one takes when in a clan far outweighs the benefits of a CT anyway.
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Post by Slasher »

There's already the limit in place that two members are needed in the clan to be able to use the treasury... Maybe up that to 3? But seriously it's fine as I see it.
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