> > While reading through the various posts, I had a radical idea on > dealing with Crossfire money an artifacts oversupply issues. > > Rank the characters by the value of items in their castle which > they have to pay to have constructed. Castle construction could > consist of so much per random premade level of which player can > ask for repeated randomly created proposed levels until they get one > they like. Once player selects a level then it becomes a fixed > map part of the game. All monsters in the player's castle are > friendly to the player and the player's party. Player would get no > exp for killing a monster in his castle. I like this idea. The monsters would have to be hired at a cost. Some would cost more than others,such as dragons. Of course there would be a need for hiring really powerful monsters to keep out powerful level 110 players. Also,the players could pay for magic fire walls and other mechanisms to keep out thieves. Some of these fire walls would be very expensive,such as a comet wall,a color spray wall,or a room that floods with vitriol or gas. There are many possibilities,a room for recharging mana,a healing room,etc. > And then allow apartments only in a player's castle and restrict the > total value of what can be stored in an apartment by the level of > castle map built by the player. > > So, for instance, if a player buys a $10,000 GP map level then it > might be a level 5 map with an apartment able to store $5,000 GP > worth of items. > > Also, a castle owner with excess items should be able to try to hide > such items in the castle by dropping items in particularly difficult > locations to reach and so on. These items should persist in the map > until they are picked up by other adventurers or the castle owner. > But the monsters in the castle should refresh as in normal maps. > Castle maps would not have randomly generated treasures beyond that > of it's monsters personal items. > > And a castle map should have certain features such as a teleports which > work only for the castle owner which the castle owner can use to > immediately reach the apartments on any level. > > I see the castle map consisting of multiple levels because the owner > builds another level when they get enough money. > > Anyway, something like that adds a money consuming element to the > game that is needed by the players to store their stuff and then if > high score is not exp, but value of items stored in the castle (does > not include the cost of the castle which makes getting a high score > that much more difficult) then there is something to continue to > play for. > > Also, it'd allow a player get the current high score by building a > cheap castle in a very obscure and difficult to reach location and drop > expensive items in it even though other players could take them. So > then competing players might have to find such castles and raid them > so that their expensive castles with properly secured apts once again > have the top scores. > > And I suppose castle construction would cost more the more difficult > the terrain and the distance from the nearest town. And then there > could also be locals in that town's meeting place willing to say that > yes, they built a castle for adventurer Tom or whatever so then > other adventurers known there is a castle to look for. And I suppose > the castle owner could also pay a silence fee which determines how > much the locals in the town's inn need to be bribed before they > will say there is a local castle. > > And so on. > > I think that instead of some of the other ideas on levels, guilds and > so on that don't really fit in with the fundamentally hack n slash > world of crossfire, maybe we should try players building castles as a > a means to soak up excess money and artifacts. Castles in the game > could start of fairly simplistic and then get more and more complicated > and interesting as additional features are added. > > _______________________________________________ > crossfire-list mailing list > crossfire-list at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-list