[CF List] race, profession, guild & titles

Kimmo Hoikka Kimmo.Hoikka at Digia.com
Mon Jul 16 16:13:06 CDT 2001


Scott Wedel wrote:

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      While reading through the various posts, I had a radical idea on
     
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      dealing with Crossfire money an artifacts oversupply issues.
     
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      Rank the characters by the value of items in their castle which
     
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      they have to pay to have constructed.  Castle construction could
     
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      consist of so much per random premade level of which player can
     
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      ask for repeated randomly created proposed levels until they get one
     
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      they like.  Once player selects a level then it becomes a fixed
     
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      map part of the game.  All monsters in the player's castle are
     
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      friendly to the player and the player's party.  Player would get no
     
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      exp for killing a monster in his castle.
     
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      And then allow apartments only in a player's castle and restrict the
     
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      total value of what can be stored in an apartment by the level of
     
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      castle map built by the player.
     
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      So, for instance, if a player buys a $10,000 GP map level then it
     
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      might be a level 5 map with an apartment able to store $5,000 GP
     
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      worth of items.
     
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      Also, a castle owner with excess items should be able to try to hide
     
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      such items in the castle by dropping items in particularly difficult
     
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      locations to reach and so on.  These items should persist in the map
     
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      until they are picked up by other adventurers or the castle owner.
     
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      But the monsters in the castle should refresh as in normal maps.
     
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      Castle maps would not have randomly generated treasures beyond that
     
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      of it's monsters personal items.
     
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      And a castle map should have certain features such as a teleports which
     
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      work only for the castle owner which the castle owner can use to
     
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      immediately reach the apartments on any level.
     
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      I see the castle map consisting of multiple levels because the owner
     
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      builds another level when they get enough money.
     
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      Anyway, something like that adds a money consuming element to the
     
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      game that is needed by the players to store their stuff and then if
     
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      high score is not exp, but value of items stored in the castle (does
     
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      not include the cost of the castle which makes getting a high score
     
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      that much more difficult) then there is something to continue to
     
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      play for.
     
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      Also, it'd allow a player get the current high score by building a
     
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      cheap castle in a very obscure and difficult to reach location and drop
     
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      expensive items in it even though other players could take them. So
     
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      then competing players might have to find such castles and raid them
     
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      so that their expensive castles with properly secured apts once again
     
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      have the top scores.
     
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      And I suppose castle construction would cost more the more difficult
     
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      the terrain and the distance from the nearest town.  And then there
     
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      could also be locals in that town's meeting place willing to say that
     
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      yes, they built a castle for adventurer Tom or whatever so then
     
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      other adventurers known there is a castle to look for.  And I suppose
     
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      the castle owner could also pay a silence fee which determines how
     
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      much the locals in the town's inn need to be bribed before they
     
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      will say there is a local castle.
     
     
A very interesting idea. To some extent that might be quite easily
implemented using the random map code to generate the bought levels, they
only need to be saved the artifacts are brought in by the castle owner. The
castle needs to have some private parts for the player to keep his private
stuff and some supply of new artifacts. Then when someone asks for an
artifact, instead of giving it away the player can go and put it to his
dungeon and tell the asker to go get it. To spice that up a bit the player
should be able to cast or use scrolls to create something richer than plain
walls and runes. Making traps and setting up some permanent spells could be
cool but may be difficult to enable. This feature would anyway enable the
players to create maps while playing, making the interaction between the
world and the players much richer.

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     Kimmo at Hoikka.com
     
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* +358(0)407380747 *



    
    


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