Good Idea![]()
Yes, I do and this should be in the next update.
Kinda, but some changes are needed.
No, I do not really like this idea.
Good Idea![]()
IGN:MonsteR |Level 120|TH9|Lego Walls|800M GG|800M EE|1M HH
I really like the idea of having the "select a co" dialog before leaving the clan. You should not promote a random co (or the inactive mini of a co) by accident.
So this is the old co. I dont think limiting the number of cos is a good idea. This always depends on the clan. When our clan was founded we were 4 player. We all acted as the leader and rotated it every week. I think this is what Supercell has intended with the co role. If there are multiple leaders in a clan, everybody can make all decisions. The leader is only there because if they cant get along with each other any more, there must be a rule who can stay in the clan.- VICE LEADER (Used to be GM) (Optional for leaders to promote)
Only 1-2 people can be this role.
They can kick anyone out except the leader.
They are not allowed to promote captains to vice leader; only leaders can promote people to vice leaders.
They can start clan wars.
They can edit the clan bio page.
They can accept people into the clan.
Have ability to see who is donating to war castles.
Have ability to see who is donating troops to the clan troop donation box and take troops from there.
So the difference to the GM is only that they can be kicked by the GM? I am not sure this justifies a whole rank.- CAPTAIN (Is basically like co leader)
Only up to 10 members can be in this role.
They can kick anyone out except the leader and general manager.
They can start clan wars.
They can edit the clan bio page
They can accept people into the clan.
Have ability to see who is donating to war castles.
Can put troops and take troops from the clan donation box.
So no change here...- ELDER (the same w/ few changes)
Doesn’t matter how many are in this role
They can kick out new members only.
They can accept people into the clan.
Can put troops and take troops from the clan donation box.
-NEW (the same w/ few changes)
-They basically have no authority until promoted to a higher role, but they can participate in clan wars.
-They also cannot see traps or hidden teslas when looking at other members bases and war bases. (This will prevent war spies.) (This is optional; leaders decision)
-They also cannot see what are in members clan castles and war castles, but they can still donate troops. (This is optional; leaders decision)
-After one week of being a new, their role will turn to blank like it does now and they will be able to see traps, hidden teslas, troops in castles, etc.
These changes will prevent clan war spies. Also, this makes it where the leader doesn't always have to be on, but they still have full control over their clan. This will make the leadership roles in a clan more structured.
I dont think the logic of a "new" member should be based on the 1 week time. What if a long time member that is not elder yet (I only have 2 of them because recruitment is leader decision only in our clan) goes to our feeder and back. Why should they not see cc troops for 1 week. Why should they not be able to donate cc troops like they normally do every war. If it is only about spying there is a much easier fix. Only players that participate in the war should be able to see cc troops and traps.
Just to let you guys know the clan donation box I am refering to is the Clan Troop Bank in my signature. To see that thread just click on the link. Thanks!I have to read your other thread yet and am already stuck in the comment box with a lot of text written - damn.Let's get supercell to see this!
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I really like the idea of a donation box. This would make it easier for donating cc troops (I just fill the box with 5 golems, 5 pekkas and 50 loons on preparation day and dont have to be online 24/7) or it would be a nice way of handling members breaking minor rules that are not enough for a kick. For example miss a cw attack on a cw we have won anyway means 20 giants to the farming box or use it as a reward system.
I agree with this topic
The leader should be able to disable some privileges. Like if the clan only did wars on Fridays and a co leaders started on a nother day. Or if some one is promoted to elders do kicks a good player. The leader should be able to disable co-leader and elders privileges
Nice Idea..Needs More Support so SC can hear it!!
see the thing is that there are too many ranks though, maybe taking out vice leader![]()
Made by KingKappa! Thanks a lot man!
Royale Shadow-lvl 8 | CLAN Arrow Head | Trophies-2000+
PM me with you cards and there levels I can hook you up with a high quality deck!
Originally Posted by LigiMeon7"Damn him.. Have you all planned something?"
I don't really think that having more status names will help tha game a lot. In my opinion I do not need a status name to know who is responsible for the th8 clan wars attacks or for the th9 attacks and so on. Members of the clan know. Do we really need to put a status name for that?
But there should be limits of co and elders ...just like there can be one leader,one assistant leader ,there should be 3 co leaders and 5 elders ...and their powers should be limited to ... Having 50 co leaders in a clan looks stupid...
Last edited by cidroypaes; October 21st, 2015 at 02:54 PM.
Made by KingKappa! Thanks a lot man!
Royale Shadow-lvl 8 | CLAN Arrow Head | Trophies-2000+
PM me with you cards and there levels I can hook you up with a high quality deck!
Originally Posted by LigiMeon7"Damn him.. Have you all planned something?"
Good Idea![]()
IGN:MonsteR |Level 120|TH9|Lego Walls|800M GG|800M EE|1M HH