Basic remake
- Alliance is now a guild for guilds. With a name that appears under the guild tag. Player has option to disable alliance tags on player names or keep them to acronyms
- Alliance Leaders are designated by the creator guild and are specific guilds leaders. You choose the guild not the player.
- Alliance chat viewable at certain guild ranks
- Keeping an alliance up requires upkeep based on alliance size that can be accessed by the leaders.
- To join an alliance the alliance leader must build an alliance outpost near your chancery and have it up for 3 days. To remove someone from an alliance the alliance leader must demolish the alliance outpost.
- You can see all guild chanceries that are in your alliance so you can easily find the alliance outpost.
- You can also pull supply boxes/donate supply boxes to an allied guild.
The Points that make joining an alliance worth it or not a real thing
- The alliance leader, one who create the alliance, can set a tax to prom for guilds in the alliance of their liking up to 90%.
- For a guild to stay in an alliance, they need to pay "tribute" by donating gold to the banner. The alliance leader can set the tribute size requirement for each guild.
- Anyone in the alliance can open/close doors to houses and strongholds
- Alliance officers/guild leaders can open/close keep gates
- Guilds that don't own a keep can claim territory for other guilds in their alliance, so that they can also participate in territory control
Bonus additions I'd like to see
- Relic guild size debuff removed but new debuffs are added that are strategical
- you can choose on reliquery if it can affect alliance members
- the more guild/alliance members near eachother the less the affect is. (IMO starting at 10 players and going down from there)
- For non combat buffs the buff only affects whatever is in that guild's territory grid it's on and how many are using it at that time. (Leveling a pet, mining, getting supply, etc.)
- New party/raid system that are temporary. If there are more than 20 in it the party breaks in an hour even if people leave.
- Alliance is now a guild for guilds. With a name that appears under the guild tag. Player has option to disable alliance tags on player names or keep them to acronyms
- Alliance Leaders are designated by the creator guild and are specific guilds leaders. You choose the guild not the player.
- Alliance chat viewable at certain guild ranks
- Keeping an alliance up requires upkeep based on alliance size that can be accessed by the leaders.
- To join an alliance the alliance leader must build an alliance outpost near your chancery and have it up for 3 days. To remove someone from an alliance the alliance leader must demolish the alliance outpost.
- You can see all guild chanceries that are in your alliance so you can easily find the alliance outpost.
- You can also pull supply boxes/donate supply boxes to an allied guild.
The Points that make joining an alliance worth it or not a real thing
- The alliance leader, one who create the alliance, can set a tax to prom for guilds in the alliance of their liking up to 90%.
- For a guild to stay in an alliance, they need to pay "tribute" by donating gold to the banner. The alliance leader can set the tribute size requirement for each guild.
- Anyone in the alliance can open/close doors to houses and strongholds
- Alliance officers/guild leaders can open/close keep gates
- Guilds that don't own a keep can claim territory for other guilds in their alliance, so that they can also participate in territory control
Bonus additions I'd like to see
- Relic guild size debuff removed but new debuffs are added that are strategical
- you can choose on reliquery if it can affect alliance members
- the more guild/alliance members near eachother the less the affect is. (IMO starting at 10 players and going down from there)
- For non combat buffs the buff only affects whatever is in that guild's territory grid it's on and how many are using it at that time. (Leveling a pet, mining, getting supply, etc.)
- New party/raid system that are temporary. If there are more than 20 in it the party breaks in an hour even if people leave.
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