Multi-Alliance

The Chef

The Chef

Academy Page

Join Date: Apr 2006

The Ancient Orders [TaO]

W/

Not sure if this is good idea or not. Just thinking if it's worthwhile to have Anet to allow us to create a multi-Alliance. Where we merge 2 or more alliances together. My reason is these:

Alliance between Kurzick and Luxon would be possible because of the story line in Faction. {side note: 1 alliance can not benefit from the other alliance(s) faction pool}

Now, I'm not sure how alliance will play out in future chapters, but if chapter 3 is any indication, it really doesn't matter.

Now you might say, isn't one alliance big enough? For some, maybe or maybe not. I mean, I've heard of guilds branching off from the alliance to create their own alliance. And the lead guilds would say they are our sister alliance ... yes/no?

There are guilds in my alliance since day 1, and we all became good friends. So, instead of them merging in with another guild within the alliance, because their guild may not be doing well. Maybe it would be better to add another alliance. More guilds=more people=more resources=more fun=more pain?

Thoughts?

DeanBB

DeanBB

Forge Runner

Join Date: Jul 2005

Arizona

Wizardry Players Guild, http://4guildwars.7.forumer.com

I'd say 1000 members is enough.

Factions is an old game now so not likely to see much in the way of changes like this and Factions is the only game impacted by K/L faction.

Cats

Cats

Frost Gate Guardian

Join Date: May 2005

Singapore

Charter Vanguard

E/Mo

Could be a mess. 10 guilds in an alliance is hard enough to run, even as a committee. Nonetheless, capabilities for joint activities would be cool.

TheYellowKid

Lion's Arch Merchant

Join Date: Feb 2006

Mina Sucks [Blz]

I think they should remove the factions linked to the alliance somehow so that there is more freedom and then give us better alliance options (which because its unlinked will be available across all campaigns).. one possibility would be have a stripped down version for all campaigns and make it so that you cant store faction, and for those with factions we could get some better features like, alliance messages, number online in each guild etc etc. Atm alliances seem like a half finished idea imo

Cats

Cats

Frost Gate Guardian

Join Date: May 2005

Singapore

Charter Vanguard

E/Mo

Quote:
Originally Posted by TheYellowKid
I think they should remove the factions linked to the alliance somehow so that there is more freedom and then give us better alliance options (which because its unlinked will be available across all campaigns).. one possibility would be have a stripped down version for all campaigns and make it so that you cant store faction, and for those with factions we could get some better features like, alliance messages, number online in each guild etc etc. Atm alliances seem like a half finished idea imo
I agree Would be cool while we have guild halls, also to have an alliance hall, and the ability to do AvAs (alliance vs alliance) the way we do GvGs, but perhaps 16vs16? Castle sieging might be possible with such numbers.

The Chef

The Chef

Academy Page

Join Date: Apr 2006

The Ancient Orders [TaO]

W/

Quote:
Originally Posted by DeanBB
I'd say 1000 members is enough.

Factions is an old game now so not likely to see much in the way of changes like this and Factions is the only game impacted by K/L faction.
I'm going to take a stab at this but, I don't there are that many alliances with 1000 members, maybe members, but not active.

The only reason I love Factions, is the quick leveling.

Correct, Factions is the only game impacted...so why not add more alliances as the chapters progress. The only way some leader to join an alliance is to have Faction themselves. Down the road, it may be hard to buy Faction because the stores won't carry them anymore.