Okay, so there's been a bit of out-of-forum discussion regarding guilds, and here's something Sou and I came up with:
We have 3 differing "elemental" axes in this game;
Law v. Chaos
Arcane v. Nature
Dark v. Light
We also have 3 main planets in this game;
Sneaker Planet, Smasher Planet, and Cloaker Planet.
So our game has a ongoing motif of 3, yes? That's unique, and is definitely something we want to use. however, having 6 available elements, as well as super-specialized classes, means that there's a lot of surface-level complexity to this game.
Which isn't ideal. I suggest we use the guild system to help simplify the world.
Here's what I'm talking about.
When players create a guild, they start out on the main central space station. but the main space station is the only one with the power to not fall into the sun via orbit.
When a guild decides to expand into their own space station, they must orbit around one of the 3 class planets. These planets are owned by 3 separate organizations that supercede guilds. These organizations fall into 3 main alliances:
Smasher planet: Law/Nature
Cloaker planet: Light/Arcane
Sneaker planet: Dark/Chaos
So when a guild initially is founded, they have no specific allegiances. However, when a guild grows enough to expand into their own station, they must then choose their alliances as a guild.
Note that these organizations are not exclusive: A guild that expands to a station orbiting the Cloaker plant does not need to prohibit all Dark-specialized players from joining.
We have 3 differing "elemental" axes in this game;
Law v. Chaos
Arcane v. Nature
Dark v. Light
We also have 3 main planets in this game;
Sneaker Planet, Smasher Planet, and Cloaker Planet.
So our game has a ongoing motif of 3, yes? That's unique, and is definitely something we want to use. however, having 6 available elements, as well as super-specialized classes, means that there's a lot of surface-level complexity to this game.
Which isn't ideal. I suggest we use the guild system to help simplify the world.
Here's what I'm talking about.
When players create a guild, they start out on the main central space station. but the main space station is the only one with the power to not fall into the sun via orbit.
When a guild decides to expand into their own space station, they must orbit around one of the 3 class planets. These planets are owned by 3 separate organizations that supercede guilds. These organizations fall into 3 main alliances:
Smasher planet: Law/Nature
Cloaker planet: Light/Arcane
Sneaker planet: Dark/Chaos
So when a guild initially is founded, they have no specific allegiances. However, when a guild grows enough to expand into their own station, they must then choose their alliances as a guild.
Note that these organizations are not exclusive: A guild that expands to a station orbiting the Cloaker plant does not need to prohibit all Dark-specialized players from joining.