I do like the idea of different starting locations, especially since this will somewhat offset the aformentioned problem of having the maps used up so quickly. Having three or four starting towns and loosly arraying the maps in expanding zones of greater difficulty around them would be very useful in my opinion. Adding in wilderness encounters would also spice this up. There are always ships and caravans to traverse the wild safely for a price. Having players from different 'home towns' could be further leveraged by creating citizen papers and adjusting the costs of good and services higher when players visiting other locals (perhaps using some modification of the charisma/barter mechanics) of course you could always purchase citizen papers for other locals.... and some cities would have unique services...Players could possibly have their citizenship revoked by a city for crimes... Of course you would need more maps, especially of the Scorn nobility type. Laying the ground work for this would be good to do in conjunction with the world maps changes that are being done. ----- Original Message ----- From: "Mark Wedel" < mwedel at sonic.net > To: < crossfire-devel at lists.real-time.com > Sent: Monday, July 01, 2002 3:21 AM Subject: [CF-Devel] Re: Suggestions > > this was sent to me, thought I'd send the reply to the list since it didn't > have a valid return address anyways. > > > Chris TheMan wrote: > > > Hello. > > <snip> > > > > He has told me that your organization accepts suggestions on > > possible improvements. I realize this may be premature of me, > > but from how I understand the nature of this game to be, I > > thought I might suggest a couple of mechanics that you > > probably won't, but hopefully will, find useful. > > > > I think this might already exist, but what about allowing for > > contractual elements that would form players into "adventuring > > companies" who would share the spoils of their conquest > > according to an agreed-upon formula that, in practice, would > > depend on the combat power contributed to the group. This, I > > believe, would make for some great group play. > > > There is the ability to form groups which share experience. I suppose that > could be extended so that different people get different shares of the experience. > > The sharing of loots (treasure) is much more difficult. Cost on many things > is variable, and probably only a small portion of loot is in actual money - most > is is in items. > > My personal thought is that the players can make whatever agreements on the > loot. The gaining of exp and how it is divied up is something that > automatically happens through the server code. Treasure is all what people > decide to pick up. It seems reasonable that that could be a more 'social' > enforcement. Eg, the party agrees the treasure is split evenly, and if one > member is apparantly ripping them off, the other party members can try for > revenge or to get the money out or whatever else. > > > > > Another would be to have a sociological context, with elements > > under the computer's control. What if someone was elected as > > town mayor? They could potentially have control over > > computer forces. This one's a little more ambitious, but there > > you go. > > > I think things have been slowly going in this direction. You could certainly > add any number of elective offices. They are only really interesting if those > offices have some powers, and those powers should still exist even if the mayor > is not actively playing. Some simple things could be the mayor > allowing/prohibiting spellcasting within the town, maybe having tax rates, entry > fees, etc. > > However, I think if any of that is done, it should not be done in scorn. > Perhaps navar city or santo dominion or whatever, but new players/characters > should come into a place that is reasonably consistent. > > Of course, there is always the interesting idea of different starting > locations. This could actually be synthesized pretty easily right now - the > class changers could teleport the player to another map that then has different > choices. OTOH, as said, I'd much rather change the character creation process > to get rid of the hall of selection thing. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel >