Player owned Towns and cities.

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Player owned Towns and cities.

Post  AnmeyaMax on Thu Jul 09, 2009 5:46 am

Today I was playing around in the toolset and suddenly I came up with an idea, what about player owned town, cities, villages and maybe even kingdoms!

And with the coding crew we got here that's partially possible.

The system I came up with includes:
Rename able housing
Customized guards
Customized income (Better income, more improvements to your town, better housing better guarding.)
Diplomacy (Note: only capitals)

(If you're not for the bigger fish you can always rule small villages.)

There's a small problem, if not live updated the module must update often for changes to take effect.

This is an idea, just a thought.
Please comment what you thought about it.

~AnmeyaMax
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Re: Player owned Towns and cities.

Post  Julia_D_Audarius on Thu Jul 09, 2009 8:47 am

Heya:

I think its a wonderful idea, that could give many players many hours of fun, and help create real context for the world.

~PO Julia
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Re: Player owned Towns and cities.

Post  Ulrek on Mon Jul 27, 2009 7:15 pm

i think you are forgeting one thing....

A while this would be good RP it would take alot of work...

and B that not every one has towns and citys....
speaking from the freaks point of view here...

theres tribes theres hidden lairs theres all kinds of things that the evil side of the line has...

given Dohrals nature i doubt that the areas in the mod as of right now would allow a large evil city... (by evil city i mean large numbers of demon hellish nature etc not humans mostly) a open city that is on the worldly trade network anyway...

but yes it is a good idea but a hard one to do i'd think...
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Re: Player owned Towns and cities.

Post  FenrirNinja on Mon Jul 27, 2009 7:45 pm

In my opninion, great idea, but would have to do some serious rp, and i mean SERIOUS rp, and ODa and erin are still kinda busy...
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Re: Player owned Towns and cities.

Post  Ragdoll_Knight on Tue Mar 02, 2010 7:36 pm

I would definately enjoy owning a small outpost or something, nothing too big cityish, maybe a few houses, and a shop. Perhaps a trade outpost?

I think it would be a -great- addition, provided it could be done.

As far as updates go, maybe set a limit to how often the town can be 'upgraded' or changed, once per two months you could expand, add a building or something like that. That keeps the builders/scripters from getting swamped from daily "oh i want this" requests.
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Re: Player owned Towns and cities.

Post  GM_ODA on Tue Jan 27, 2015 7:43 am

AnmeyaMax wrote:Today I was playing around in the toolset and suddenly I came up with an idea, what about player owned town, cities, villages and maybe even kingdoms!

And with the coding crew we got here that's partially possible.

The system I came up with includes:
Rename able housing
Customized guards
Customized income (Better income, more improvements to your town, better housing better guarding.)
Diplomacy (Note: only capitals)

(If you're not for the bigger fish you can always rule small villages.)

There's a small problem, if not live updated the module must update often for changes to take effect.

This is an idea, just a thought.
Please comment what you thought about it.

~AnmeyaMax

This is one of those threads I left to draw more commentary before I participated in it myself, though sadly the dialog seems to have died down a while back.

The 'down side' of PC controlled territory is that if RL takes the PLAYER away from the server for a time or even 'forever' it leaves a void in the game world that has to be handled in some manner. Scripting, good scripting and design are key to making a system that does not trip all over itself. That said, THIS factor is the shoelace that could trip up a poorly build territory system.

In part, to avoid the 'shoelaces' described above, we will be encouraging PCs influencing and even controlling Areas by means of our Guild system's CLAIM TERRITORIES function. By linking this to Guilds it becomes less likely that the control of an Area or Areas will not hinge upon a single PLAYER, and it is less likely that an entire Guild would go inactive than it is for a single PLAYER to do so. More, the Guild system allows any other Guild to (re)claim territory, and allows our DMs to manage this and other aspects of the Guild system features. An example of how this can be used is as follows :

A group of PLAYERS determine to take over a region with a goal of becoming 'ruler' of said region. They collectively decide that one of the PLAYERs in the group has a PC that will be 'head of the lineage' while other PLAYERS agree to involve their own existing PCs as 'House Affiliates', supporters of the new 'ruler' aka the head of the newly founded Guild. Some of the other members of the group agree to start new PCs which are to be the descendants of the 'ruler'. Thus a noble house is formed, the group founds a Guild giving it a name like 'House Gildenmire', and names the Guild Ranks suitably such as 'Lord/Lady, Prince/Princess,etc.'. The new Guild ('House') could then set about claiming the desired Territories and exerting their control over those Areas by means of the features of the Guild system. Our PLAYER OWNED HOUSING system will likewise be utilized to request custom or modified Areas based on claimed Territories. POH is customizable - so this takes care of the need of the ruling house to 'put their own mark on the region'... and is a lovely draw upon Guild members' wealth too (as modifications must be paid for).

This will limit the PLAYERS choices of Areas that can be claimed - and gives the BUILDERs some control in that regard. For example, the main city where all PCs start (Dohral) will not be available to be claimed (it would be a bad thing if a Guild claimed our 'front room' and then let it languish, hence we plan to retain BUILDER control of Dohral (the city) itself, but there will be MANY Areas available for PCs to claim in the name of their Guild.

As some of you may know, we have a prototype lineage system in place for lycanthropes. When this system is fully tested and approved, we will roll it out to all PCs, thus allowing dynastic RP!


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Re: Player owned Towns and cities.

Post  Animayhem on Tue Jan 27, 2015 2:37 pm

Allow guilds areas as you are withe the Arcane Masters and have done woth others in the past. The guild claiming territory is not quite working as it should. As a member of the Arcane Masters claimed a territory and frequented it yet the claim did not stick.

What could work if there were more empty housing areas like Tivook farms will buildings already established in wilderness and outlying areas
as maybe some guilds would not want territory in established cities. Rather than the centralized deed master in trhe court each livable area outside the main cities could have a local deed office. A guild claim aside form having to fight over would be maintence of rent and taxes

However right now in order to get keys and such you need to go to the deed masters.

I think for right now although not fully in game like the Arcane Masters a guild establish one area to work with then branch out.

Maybe have an activity time of some sort to justify builders building a new area or as mentioned if area lost in a fight and climed by another
then builders time would be justified.

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Re: Player owned Towns and cities.

Post  Hacatsu on Tue Jan 27, 2015 8:27 pm

How about we put some kind of 'rotating' system? Like, if I create a guild, as the leader, I could claim/hire territories/people, but if I "dissapear" (aka being offline from server for too much time - a month, perhaps?) then the leadership of guild/town is passed on to the next in rank.

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