[Quoting various people] > But is weight of the money any real issue? Would reduced weight (or say yet > another higher denomination coinage) really help out this problem? If anything, > I think it may be worse because large sums of money would be that much easier to > carry around. On the other hand, it makes it easier to have things in stores that cost huge amounts of money without having to use a separate mechanism (gems). Personally, I think it would be cool to have a bank in some hard-to-get-to location that would convert to mithril pieces or something like that. Shops would accept the coins, but you could only get them by converting them at that one bank. > 2) Make apartments for rent and not for ownership. A player might have to pay > some amount of money every time he enters the game for them or whatever. > This might also make different apartment sizes an interesting aspect in the > game. I like to be able to log out and back in frequently. For example, taking a break for a phone call or getting a drink, I'll log out to avoid any risk while I'm away. I don't want to have a penalty for doing so. > 5) Just thought of costs for transportation. Why not have to pay for the ship > to Lake country or wherever you wish to go, nobody would expect them to be > free. While that makes sense, I'm not too excited about the idea as a player. If you have to pay for transportation to a given land, we need to be sure that the land has everything a player would need for a while; players won't be moving between lands as frequently. On the other hand, this would help keep players from town-hopping to search each shop for that odd scroll or potion. > 6) One great wish of mine: Princes of Scorn should be given the chance to buy > some really expensive castle, perhaps like the guildhouses, but for single > players, which are also extensible. Maybe in this way there could be achieved > some final thing a player can save his money for. I was going to create a map like that, but I got distracted. You may remember I wanted to add code for an object mover that would be able to selectively move objects depending on various characteristics. My idea was to have a room where you would drop all sorts of random loot in one square and it would move along a conveyor belt until it dropped off into the appropriate pile. Ultimately, an appartment or house is a place for storing stuff. It can also be a place for conducting party business if you let multiple players share a single space, which is cool, but has problems with new players finding everything already bought up. Perhaps we should have a separate discussion of what would make for the ultimate house, and then we could design one with separate parts with exponentially higher prices to open up the parts. > Could add a 'park' to the towns for that matter, and let people pay > different sums of money to get statues of themselves or whatever else. You could have a set of statues that could be modified for a price. Every time someone makes a change, the price to change that one again goes up. On a popular multi-user server, the high-level characters could go back and forth bidding up the price to have their own statues. On the other hand, we're not a massively-multi-player game like Ultima Online, so things like that won't suck money out of the economy as efficiently as they do in that environment. --PC