[CF-Devel] new cut 1.4.0 and realestate idea
Mark Wedel
mwedel at sonic.net
Wed Sep 18 01:25:15 CDT 2002
pstolarc at theperlguru.com
wrote:
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On Tue, 17 Sep 2002 21:15:40 -0700, Mark Wedel wrote:
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On a slightly related note, this idea cropped up in conversation. It's not
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my idea, but here it is anyway.
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A unique keyed exit. Similar to the per-player unique maps, but instead,
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per keyed object unique maps.
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In practice, this would work by:
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If the player has no key, the go to the "guild store" map. In the guild
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store map, they buy a key. Then they leave the guild store, and re-enter
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the same exit. This takes them to their new guild. In the guild, they can
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buy extra keys to this map, and if they give one of these keys to someone
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else, they can enter the same map.
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It may be too complex. But it would resolve the running out of real-estate
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issue which currently afflicts the guilds, and which would affect any other
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player castle idea.
I'm taking it that this means there could be many 'different' guilds linked
off the same exit. Eg, a player does that above, but a new player decides he
doesn't like the people in that guild, so goes to the shop and buys the guild
key, and now a second guild is at the same location.
One obvious question is - what do you do if a player has multiple keys that
apply for that exit?
On a more basic principle, the idea of per player unique maps is a bit odd -
its necessary for convenience sake, but doesn't make a lot of realistic sense.
Its unclear how many guilds/buildings there really should be. If you look at
the maps-bigworld, running out of real estate should presumably not be much an
issue - that world is a lot bigger - while I suppose it could become congested,
I think the main cause of that would be the same player buying up all sorts of
buildings - something to prevent that from happening might be more in order.
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