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Joining the Right Clan for You

by Calladin

 

Welcome to Legends of the Jedi! You’ve made your first character and are ready to head out into the galaxy. But it would be a lonely one without anyone else with whom to RP and interact! One of the most important decisions you first face is deciding who you want to roll with. You can either go it solo (less recommended) or join one of the pre-existing groups on the Mud: clans!

 

What is a clan?

Clans are the formal (coded) organizations of the galaxy and are an important part of driving the story. Once upon a time, players were able to form their own clans by satisfying certain prerequisites. Nowadays, however, clans are set up by the immortal staff to set up and guide the story as it’s going on. An example of a clan might be the Galactic Republic, or perhaps the Trade Federation.

 

Both the grouping and story-driving aspect of clans are equally important. Clans unite a body of players into pursuing a common goal or task – whether that might be peacekeeping for the Republic or profit for an engineering firm like Incom Corporation (more on types of clans later). Therefore, when deciding on clans it is important to consider what route this clan might be pursuing and whether it’d be fun and engaging for you. Choosing a clan means joining its RP, with some flexibility in how you choose to do so.

 

What are the features of clans?

As formal and coded organizations, clans have advantages that are not afforded to groups of solo players who just decide to band together on their own. Some of these, common to all clans, include:

  • A separate clan comm channel, accessed by ‘clantalk <message>’ or ‘clan <message>’, where you can communicate with the rest of your clan members
  • A roster
  • Unlimited ship ownership (and indeed, large vessels like cruisers and battleships can only be owned by clans)
  • A treasury where clan funds are stored
  • The ability to conduct developments
  • The ability to message other clans
  • A secure clan base with amenities like vendors where players can meet and congregate

 

Clans are led by a clan leader, who is generally set at the start of the timeline / era by the staff. Leadership can pass from person to person through voluntary abdication or death. Clan leaders have supreme authority in the clan and can do as they see fit to support the clan and the MUD story.

 

What types of clans exist?

Several different types of clans exist. These include:

  • Major
  • Minor
  • Engineering
  • Criminal

 

Major clans are the main focus of the story. These are generally important government organizations like the Galactic Republic, the Empire, or even the Rebel Alliance, capable of governing planets and fielding large ground and space forces. Conflicts between majors (of which there are usually two at a time) generally drive the overall story arc, and the fall of a major can signal the approaching end of an era or timeline.

 

Minor clans are precisely what they sound like: small governmental clans that generally govern one or two planets. These might or might not exist in an era.

 

Engineering clans usually have their own ship and weapons lines and fulfill the engineering needs of the galaxy and the other clans. Their primary motive is generally profit, though this is not ironclad and many firms have had important agendas story-wise.

 

Criminal clans include examples like Black Sun, conducting piracy, theft, destruction, and other such activities. While not always present in eras, they can sometimes be hidden.

 

But why should I join a clan?

Joining a clan as a new player brings a host of benefits. It brings you into the story right away as well as connecting you with experienced players who can assist you in learning the intricacies of the game. Most of the time, clan members will be more than willing to help you learn as long as you let them know, even with just a simple “Hello, can someone help me?” on the clan channel; do not be discouraged if sometimes no one responds, as they might be away or AFK.

 

Simply put, a clan is a very powerful support network for any new player to get involved with and begin learning about the story and the game. This is much harder to accomplish on your own, as finding other players willing IC to help you can be challenging.

 

You’ve convinced me to join a clan. But what clan do I choose!?

There are a number of different ways to learn about the clans existing in the game at the time. Typing in ‘clans’ will give you a list of the clans, and the slicer command ‘showclan <clan>’ will, if successful, give you a little readout with the clan description and some other details. You can also learn about the actions and motivations of clans, especially majors, by looking at the news.

 

Another important question is: what kind of character do I want to play? If you want to play a scientist or engineer, engineering firms might be the place for you. If, on the other hand, you’d like to get involved in law enforcement, the navy, politics, or so on, major clans would be your place to go. Furthermore, if you’d like to play a good and peace-loving character, you might think twice about joining the Galactic Empire.

 

Still, clans can always find a use for anyone with any set of skills or background, so do some research and decide which one you’d like to go with; don’t be intimidated if it doesn’t seem the greatest fit at first!

 

I’ve picked a clan to join! But how do I do it?

If you’re still in the Academy, usually some or all of the clans (almost always the majors will) have join rooms at the end that enable you to join them directly from the Academy. You will then be transported to that clan’s base planet and, with all luck, introduced to your fellow clanmates!

 

If you decided to enter the gameworld first, however, do not fret. You can generally reach out on the commnet for organizations, and most clans will list their own public channel in their readout from ‘showclan <clan>.’ For example, the Republic might list channel 100 on their description, and you would then tune your commlink to channel 100 and ask to join.

 

When not joining from the Academy, you must be inducted by a member of that clan who is authorized to do so. Often times this means speaking to a clan recruiter, who may or may not ask you some questions or other things. But, with all luck, there will be no problems and you will now be a part of a clan! Leverage your clanmates to begin learning the game.

 

Can I betray my clan, or can I be betrayed? It’s a dangerous galaxy…

Don’t worry! One of the main goals of a clan is having a comfortable environment where fellow clan members can trust one another and work toward the clan’s objectives. To this end, something called spyapp is in effect (see ‘HELP SPYAPP‘ for most of the details). In essence, spyapp prevents clan members from giving away sensitive information, killing, or otherwise betraying and hurting the clan they are members of. There are exceptions to this if a player applies for a spyapp, but these generally require strong justifications and must be approved by the staff. Spyapp also holds if you leave the clan, unless the clan chooses to target you.

 

Now what?

If you chose a clan, congratulations! You’re already far on your path to learning LotJ and becoming a part of the amazing story being produced by the players. If you decided against joining a clan at first, always keep in mind that you can change your mind any time you wish. Though don’t be surprised if you piss off a clan and then experience resistance when trying to join it!

 

Clans are a major and vital part of the game, and many players’ most memorable experiences have been while as parts of clans. We hope you can find the same enjoyment, and good luck!

 

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Author Walldo
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Recent In-Game News

Naboo Annexed by Trade Federation, Political Families Assassinated
[-Theed Royal News-] [URGENT NEWS BULLETIN] The view opens to a full fleet of Trade Federation capital ships opening fire on Naboo's orbital defense cruiser as viewed from the ground. Flashes of light come from both sides of the battle, but it is eerily silent thanks to the camera's position on the ground, zoomed in from great distance. A panicked reporter is then shown standing in front of one of Naboo's elegant plazas. A crowd of residents run by, nearly knocking her over, but she regains her composure and says shakily, "Naboo is under attack! I repeat, Naboo is under attack! Just moments ago, the Trade Federation appeared with a full fleet and announced the annexation of the planet! Local defense forces are coordinating a response, but we will have more on this situation as-" A large explosion is heard nearby, and the feed turns to static. ... A shaky camera shows a full battalion of Trade Federation battle droids marching in unison down Pergola Way on Theed from an angle overhead, perhaps from inside a building. At the head of the battalion are a Vurk, a Feeorin female, and a Gamorrean. A hushed voice whispers into the camera, "Here on the ground, Trade Federation forces have swiftly taken control of the city. They are marching for the palace as we speak. Defense forces have been overwhelmed and have fallen back to the palace where they will make their last stand against this sudden invasion." A commotion is heard behind the camera and the feed quickly cuts out. ... The same reporter's voice is heard, a growing sense of unease in it now. There is no video feed, only audio played to a rotating image of the planet Naboo. "Our queen, Jecid Dannaa, has been captured. The palace, overrun. One of our contacts saw the Viceroy of the Federation leading the Queen as her prisoner onto a vessel, then leaving the system. Other members of Naboo's elective aristocracy residing in Theed have been placed under house arrest, and citizens ordered to stay off the streets. It's been... I can't..." Abruptly, the feed cuts out again. ... Screams are heard in the distance. Shaky camera footage partially obscured by greenery shows a well-dressed young adult running out of a large home's foyer. A battle droid emerges from the foyer. "Roger roger. Executing execution orders," it states monotonically before opening fire. Whispering is heard, perhaps the same reporter as in previous broadcasts. "They've executed every member of every aristocratic house in Theed. Politicians, family members, children. Our entire system of government is... " The voice becomes quiet as a clanking noise grows louder. A single blaster shot is heard, the camera falls to the ground, and the transmission ends.

Ithor Accepted into Galactic Republic
Several days ago... [Ithorian News Agency] The great Ithorian Herdship Cities are returning from their positions across the galaxy to join their counterparts anchored on Ithor for the Time of Meeting. Held every three years and presided over by the current High Priestess Vonnuvi Tanaab, this gathering of the priests of each herd serves as a rare opportunity for the traditionally autonomous and self-sufficient city populations to discuss the status of the Ithorian people as a whole. The Great Meet is expected to last for several days, and the topics to be discussed are kept closely guarded by the priests until its conclusion. Yesterday, broadcast from Coruscant... Chancellor Azaro Darminiel stands with a pleasant smile in front of the planetary flags of the Galactic Republic. "Greetings to all my fellow citizensof the Republic, new and old alike. Times are dark, and the Galaxy has once again been thrown into conflict by the Sith. Through this darkness, I am honored to shine a glimmer of light. Yesterday, I met with High Priestess Vonnuvi of Ithor. During their Time of Meeting, they reaffirmed their belief that peace, knowledge, and the rights of individuals are worth protecting. This lesson was never more clear than when the cowardly pirate Lissia, a known agent of the Trade Federation, callously slew hundreds of our peaceful Ithorian friends. We of the Republic cannot accept such a strike against life, and have worked tirelessly to bring justice. From this day forward, the Ottega System is a protected member of the Republic. In the wake of this tragedy, we are happily reminded of the value of friendship and rebirth. We are bolstered by their courage and eager to share in their wisdom." Chancellor Azaro's face grows firm. "This war is not a question of fighting the Federation, but to save the whole galaxy from the plague of tyranny and thoughtless destruction demonstrated by the Sith Order for more than a century. It is this moral imperative that holds us steadfast. We will not be destroyed. We will continue rising in defense of our dear liberties, and welcome any world or being willing to do the same." The feed cuts to a grandmotherly Ithorian in scarlet ceremonial robes standing in the Senate's Great Hall. "Ithorians are a quiet, peaceful people, but our lack of self-sufficiency has been highlighted by the recent despicable terrorist act inflicted upon our world. As a result, we are honored to have been accepted as a member world of the Galactic Republic. This was not an easy decision in light of the current war, but we remain focused on a shared commitment to the giving of knowledge and the security of our own people and the Galaxy as a whole."

Recent Changes

Original Fighter Passenger Capacity
When setting up a new fighter, we realized that the original two fighters being manufactured this era could incorrectly fit an infinite number of people. This wasn't intended; fighters are meant to always be limited to a small number of passengers. This is important, among other reasons, to distinguish transports from fighters. All the existing fighters all been adjusted to fit two people.

Blockade Changes
After some extensive discussion in the #ideas channel and internal staff planning, we've made some changes to blockade. The biggest change is that you can now eject if you're closer to the planet than any ships blockading it. "Ships blockading it" here include any ship corvette or larger with a member of the clan who started the blockade onboard. For example, I am in a fighter 200 units from the planet. My opponent is blockading in a cruiser 500 units from the planet. I can still eject. If I drift to 500 units or more, I will no longer be able to eject. If the blockader is in orbit, it applies to all ships, since ties are given to the blockader. In practice, this has the biggest impact on "blockade sniping", a tactic where someone jumps in with a cruiser, blockades the planet, and then shoots down a target. Now, as long as that target is closer to the planet, autoeject will kick in. We understand this is an impactful change. It's something we put a lot of thought into and took player input into account when deciding on it. In fact, credit for this particular mechanic change goes to Nield. We think it improves gameplay to require someone trying to shoot someone down to put some skin in the game by, for example, getting into orbit of the planet they want to watch. If it's a planet guarded by enemy clan capital ships, this will be pretty difficult, making travel safer if you're sticking to your own clan's planets during a war. Other changes here are: - You can now eject from public taxis even when a threat isn't present. - When a blockade begins or ends, all ships in the system will get an immediate notification about it. - You can no longer begin a blockade with 'leadplanet blockade' when you have no clan members on applicable ships above it. - Added missing clan-wide notifications when blockades are started or ended with 'leadplanet blockade', or when they end after the last clan member leaves the system. - When trying to eject during a blockade, you'll now be told why you couldn't eject. - The applicable range of the blockade is now shown when looking in the system, like "Lorrd (Blockaded past 500 units)" - When looking on a landing pad of a blockaded planet, you'll see the list of ships blockading it.

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