I had an idea that, while not completely detailed, could add depth to the guild system.
Currently guilds don’t do much, even if they are fun. HOWEVER, what if each guild had a randomized dungeon, and this dungeon’s spawns, levels, and items changed according to your guild? That is my main idea, even if the following doesn’t work.
Whatever the system is, it would encourage quality over quantity and teamwork. It would also encourage guild loyalty. So if the rest of this post doesn’t work, I’d at least like to discuss this basic concept.
Now onto how this could work.
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The difficulty of the dungeon would be determined by the guild’s average level and how many members are in the guild. (The average level will be determined by each member’s highest level, NOT their general assembly box.) Now, I haven’t come up with any sort of real formula to balance it out, but I do have a basic idea. Unfortunately I have crappy math, so this won’t be a perfect example and in and of itself, will have issues.
(Level/number) x (members/number)
[spoilerExamples:9i650dlv]So let"s do an example. (100/5) x (2/1.2)
Here, a 2 member, lvl 100 guild will get a level 26 dungeon. A single member gets a level 12 dungeon (lol). This prevents a single level 100 person from creating a guild and having their own personal lvl 100 training ground. =P
However, if your guild has 7 people and an average of level 80, your dungeon would have an average level of 92.
Meanwhile, if the average guild level is 65, and you have 5 members, your dungeon"s level will be…53.
Finally, if you have 15 people and they average level 20, your dungeon will be level 50, meaning you can"t complete it or use it very well.
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- If your guild only has one person in it, and that person is level 100, the average dungeon level/loot will be low.
- Guild dungeons encourage quality. As you can see with the level 20 guild, spamming members causes the area to become mostly useless.
- Guild dungeons should have exclusive spawns and items, but not anything so wanted that it becomes game-breaking. (Eg: no bagons and dratinis spawning everywhere.)
- Guild dungeons encourage party play. As you can see with the level 65 guild, soloing it would be difficult.
- For those who have more social guilds or do not care for dungeoning as much, who they invite will not matter.
Sidenote: I’m not sure how many floors the dungeon would have, but obviously entrance would require you be in a specific guild. You cannot keep any items from the dungeon until you complete it, preventing the level 20 guilds from running in, and grabbing linkboxes, then escaping. (Alternately, you could prevent items from being brought into hte dungeon, but that makes the dungeon extremely difficult for the level 80 guild.) Furthermore, you could add another determining factor through how old a guild is. The older the guild, the rarer the pokemon or items spawns could be (but only slightly)!
Thoughts? Loopholes?