Territory control and small properties



  • @Zetanor:

    Each property could have a base hourly cost which doesn’t go to anyone (money sink). In addition to that base rent, officers of the faction controlling the town could set a residential tax (from, say, 10% up to 100% of the rent) and a commercial tax (10% to 200%). When additional time is purchased, that tax goes to their coffers. Factions that set very high taxes would be hated by citizens, which could result in interesting situations.

    Make the upper limit much much higher then 200%.  make it more like capitalism



  • Or make the shops only pay the base rent. However, the faction can impose a tax on every item sold.



  • Ok, but be careful to prevent abuse with that.  No idea how the inventory/banking system will work but I am assuming there is a limited inventory in both, a store with prices in the billions would be a way to skip the limit.



  • I think that there shouldn’t be any npc shops, everything should be made by players. When you drop an item in your home, you should be able to make it so that others can buy it by setting the price or something.

    There should be various skills like, weaponmaking, chemistry, etc. that are used instead of the normal skills in the “item-creation raids”.
    For example, Bob the Chemist, which has a really high chemistry skill, is trying to make a ultimate-revival-potion. To do so, he has to fight across the five planes of revival-chemistry.
    While he is really weak against normal mobs, when he is transported into the chemistry raid world he becomes godlike because he has a really high chemistry skill. A high-level knight, with little to none chemistry skills, would be nigh-useless in there.
    Bob kills off all the evil chemo-rapists guardians and when he returns to the normal world he has succesfully completed the potion of ultimate-revival.

    These “crafters” would buy the required raw materials from the “adventurers” and the “adventurers” will buy items from the “crafters”, and so the economy should work.
    Of course, it shouldn’t be really possible to make a character that’s both a crafter and an adventurer as that will probably imbalance the game.



  • @JOHN:

    Ok, but be careful to prevent abuse with that.  No idea how the inventory/banking system will work but I am assuming there is a limited inventory in both, a store with prices in the billions would be a way to skip the limit.

    What limit?

    PaperJack, I suggest you read the discussion thread.



  • I was thinking over the siege system. The very fact that there exists a coded system for sieges is the very opposite of sandbox. I was thinking of an alternative to having it so you have to follow some prescripted sequence and have the game officially declare you the owner of a place. Instead, what if I just give players the option of crafting things like doors, bridges, barricades, whatever and letting the players decide who owns the city or territory?

    You want a guild bank? Craft a lockable metal box and put the box in some secure place. You want people to know you own the place? Craft some banners, tapestries, signs and hang them up. Defense? Make some crafted traps and throw them down or make a gate controlled by a winch and lever.

    “Craftable, deployable, destroyable” is the motto.



  • Hmm. I do like the trapping idea. But is crafting traps just for home defense or could these be deployed into the world?

    And what about upgradable/Better versions of things like bridges, doors, etc?



  • What I had in mind is that you could deploy faction stones basically everywhere on the map, and that you can only build within a radius of the stone. You can expand your building zones by placing out building zone expanders that you can link back to the faction stone(kind of like the power in nox tp)



  • Anywhere you want. The owner takes the heat from anyone stepping on them or maybe you can set it to only trigger on hostiles. It’s just an idea. The main idea I’m trying to convey is that players decide who owns a territory simply by telling everyone who goes there “we own this place, leave or die”. If you don’t like that, then you kill them and tell them you own it.

    There would of course be incentives for people to do this such as rich resources, resurrection gates, safety (and taxing players inside for that safety), etc.



  • @AtomiC:

    What I had in mind is that you could deploy faction stones basically everywhere on the map, and that you can only build within a radius of the stone. You can expand your building zones by placing out building zone expanders that you can link back to the faction stone(kind of like the power in nox tp)

    And if anyone wants to take over, they destroy/touch/whatever the faction stone, kinda like TribesRPG. Granted there are no guards and traps to stop invaders.



  • Wurm online has something a lot like what i think you’re trying to envision here. They have a deed system that has you purchase an area of land. Within that area of land you can build things and they get buffs against damage and what not. However, if you don’t have the money to purchase a deed, you can still build things, they just don’t get bonuses. Each of these deeds have a certain pre-determined size that you can upgrade to a bigger size. To do this however, your upkeep for the deed is increased. Within this deed you can also hire npc guards to help defend it in the event that you aren’t online at the time and it gets attacked. Allowing you to keep control of the city if the attacking force is full of weak noobs or an under-sized force.

    Of course you can change any of these things if it doesn’t suit the idea of the game.

    Or am i reading this all wrong?



  • A few people tried this on NoXRP. We tried to control the antlions and mines when ever we were on. The problem was that when ever one of us died the territory was basically lost. Logging off for more then a few minutes resulted in territory lost. Moving away from territory meant territory lost. No one wants to play when what they get required 24 hour suppervision to keep.



  • Didn’t NoxRP have turrets?



  • Nope.



  • Huh. Well hopefully this time around there will be some sort of NPC guard for hire



  • Props owned by clans can only be damaged when more than 2 clan members are online. Props owned by individuals (outside of a clancity) can’t really be classed as seigable cities.



  • About the problem of people not being online…I like Beastery’s idea but I think it’s a little too easy to exploit.  If you were being attacked, you could have everyone log off and just wait it out.  Could you make an AI that sort of defends an area in their place with relative skills and items when someone logs off?



  • Vunerability lasts 1 minute after your clan has less than 2 people on the server.



  • I thought Jetboom blocked disconnect packets anyway. Disconnecting means you die AND your territory is lost.



  • Cities with predefined capture schedules isn’t very sandboxy, but does it really matter? It makes the coding easier and the gameplay much more friendly.


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