Idea:
Currently clans work on a system where ranks are a pillar, and each step up on the pillar is supposedly higher up, however clans don't work like this. Clans segment into different sections of the clan e.g. WY R&D is not higher or lower than WY-SEC. Instead of an authority pillar, there should be a "tree" where one rank is in charge of one set of ranks, whereas another rank is in charge of another set of ranks. A GUI to visually represent this should also probably be implemented, the current clan manager is clunky anyway.
Why?: The current clan system favours criminal organisations, where it's about favour with X guy or Y guy and you climb a ladder. This causes an issue because there are clans that work differently to that, having departments and separation of powers. This would make life easier on clans that don't function on a power ladder, whilst not really affecting ladder based clan structures.
+Support Idk why this wasn't a thing before.
its almost like the community want me to yeet myself off a cliff

(Apr 10, 2020, 09:07 AM)Doctor Internet Wrote: [ -> ]its almost like the community want me to yeet myself off a cliff 
I know you don't like untangling your spaghetti art, but it needs to be done, for the greater good!
(Apr 10, 2020, 09:07 AM)Doctor Internet Wrote: [ -> ]its almost like the community want me to yeet myself off a cliff 
who doesn't
-support
Lmao, just learn the current system. Aye it may be annoying, and I do understand that a tree system might be easier for the user to learn and whatever, but I just don't see why this is necessary. And the statement "The current clan system favours criminal organisations" Although it may be true, that's because the majority of clans on LL are criminal organisations, I see where you're coming from with this idea but I just don't find it practical, I'm sure there are more important issues that devs have to deal with but that's just my opinion
(Apr 10, 2020, 09:14 PM)Maveric Wrote: [ -> ]-support
Lmao, just learn the current system. Aye it may be annoying, and I do understand that a tree system might be easier for the user to learn and whatever, but I just don't see why this is necessary. And the statement "The current clan system favours criminal organisations" Although it may be true, that's because the majority of clans on LL are criminal organisations, I see where you're coming from with this idea but I just don't find it practical, I'm sure there are more important issues that devs have to deal with but that's just my opinion
It's not just a case if being confusing to use, it's a case of being limiting to variety in clans. Just because one kind of clan is prevailing doesn't mean that others should be limited in their ability to make a cohesive ranking structure. There's no point denying quality of life improvements just because it's possible to do something. QOL updates aren't meant to fix something, and this doesn't have to be top priority.
While I can see your frustration. Your specific clan does not represent other clans. I don't understand where you get the Current Clan System favours criminal organisations as with either structure it changes very little about the clan system due to how basic it is anyways.
With your clan example but after even reading your rank structure which does follow a form of a pillar, you have 20 million ranks so, that doesn't work. If you have executive members, I recommend just having them as a separate high rank ingame as I assume you have a system within your clan that they can see what they work for or with.
Gangs will most likely have a pillar ranking structure. This Clan system was meant to be revamped long ago but it just hasn't happened rather due to not being high on priority, Developers working on it have gone or just has been forgotten over other things.
+Support
I think this would be a cool thing, I can't really see any issues with this other than the new codes that needs to be written.