[EL] Clan Mechanics in EL

Tips, tactics, and general discussion for Evochron Legacy.
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DeathTech
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[EL] Clan Mechanics in EL

Post by DeathTech »

Just a bit of a question I suppose but are there any clan mechanics in the game?
Anything specifically available to build clans, manage them.
Perhaps make them a separate faction that can vie for control of an area?

Just wondering.
Because there was talk of clans but I have no idea the extent that goes to.

If its just putting a tag in front of your name and playing together (old school).
Or if there are special mechanics and how to access those if they do exist.

If there aren't any special mechanics for clans perhaps it would be interesting to add some.
That would add incentive to play together on an MP server.
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Re: [EL] Clan Mechanics in EL

Post by Marvin »

IM's incentive is game difficulty. "One against seven" isn't nearly as productive as three or four against seven. For my two cents, the only additional incentive we'd find appealing would be if, operating as part of the Federation, we received some kind of reward for taking over the entire galaxy.
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Re: [EL] Clan Mechanics in EL

Post by Vice »

In the new game, 'clans' are now 'factions' and the player chooses between three of them to establish their base allegiance and threat conditions in the game's universe, along with other options. From there, they can use additional tags for individual player groups within primary faction, if they want to do so, for further distinction as a sort of sub-group (ie [IND]{TAG}). But gameplay mechanics and options are linked to the primary faction the player chooses to be affiliated with. Here are some details and reasons behind it for consideration.

Player feedback from Mercenary guided these and other related changes. In the old game, there were a lot of one and two person 'clans' with a lot of absent time for groups, leaving their territory easy to alter and stations easy to destroy. There wasn't a sufficient playerbase to utilize entirely individualized clan groups. The clan mechanics were also largely visual display only. You could have a label on a section of territory, but that was about the extent of what could be done under the old system. There wasn't really a large scope goal and efforts to incentivize group participation also didn't pan out.

Players asked for a more global structure (such as a two tier affiliation system) where they could participate in a larger goal with such a more consistent/unified structure, effect the universe in a more significant way, access more options/reinforcements, and defend their constructed assets while they were away. To address these points in the new game, the two (eventually three) primary faction structure was developed so players could select their default affiliation, starting point, threat conditions, trade route options, and territorial opportunities (both gameplay and resource related). A war condition was established so that player actions could directly impact changes in primary faction territory and gameplay options were linked to those efforts in new ways. More diverse station building was introduced and linked to resources necessary for construction along with ways to defend such structures (weapon turrets) while players were away. More AI/NPC involvement was also added to help accommodate limited player conditions and structured to align with the war conditions and faction affiliation systems for more predictable and accessible availability.

As a result of such changes and additions (along with others), one or two person 'clans' can now have a much more significant effect on the universe while being involved in a larger scale objective involving one side being against the other and they can also be independent of that conflict to do other things on their own if they wish. The changes/additions facilitate this while still supporting larger group efforts and options (for LAN/private groups who play together with friends/family). So those are some of the key gameplay mechanic/options related to the faction system and how they work.
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