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Joined: Mon Apr 25, 2011 8:22 pm Posts: 720
Website: http://www.enigmauo.com
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Note these are all just concepts that are no in any particular organized maner, nor do any mean they will be diffidently seen on FD.
Some concepts are taken from Raph Koster's "resource system". Others are ideas of Ilutzio's or myself.
Lets discuss on any one feature you like in particular, ones you dislike or any you want to change.
Be constructive.
- Creatures have these basic abstract properties:
Production
Food
Shelter
Desires
Examples:
Rabbit:
Production: Fur, meat
Food: grass, flowers and vegetables
Shelter: Grass, bushes
Desire: Nothing, but have aversion to anything the produces carnivor-meat
Fears: Wolves and human hunters
Wander Instinct: Search of desires, shelter and other vermin
Wolf:
Production: Fur, carnivor-meat
Food: Meat
Shelter: Trees, holes and caves
Desire: Nothing, but have aversion to anything the produces carnivor-meat
Fears: Orcs and humans
Wander Instinct: Search of desires, other wolves, in packs and shelter.
Orc:
Production:
Food: Meat and vegetables
Shelter: Forts, Caves and trees
Desire: Gold, gems, weapons and hostages. To be evil all the time.
Fears: Groups of humans, magic
Wander Instinct: Shelter, vermin and other orcs
Skeleton:
Production:
Food:
Shelter: Crypts or underground/caves
Desire: Instinctivly roam the world it onces lived in as human
Fears: Magic
Wander Instincts: Meaningless, search of crypts
Plantation:
Weeds grow around abandonded housing, outside of town.
Plants grow near water sources and abundant shade/under trees
During winter production is slow.
During summer they grow rapidly but die quickly or produce bad vegetation
During spring they abundantly grow near water sources and produce mass vegetation
Trees turn into stups after being chopped at a certain amount
Tree stumps grow back into regular trees by timer effected by season
Leaves dissapear in winter
Leaves mass in spring
Occasionaly die in summer
Trees can produce wood, kindling and vines
Leaves can be harvested for certain alchemist needs and to make bedrolls for travellers
Any plantation in town or next to occupied buildings require water
NPCs water plants in town unless the home is occupied, occasianly missing some
Players water their plants by choice, dead plants and trees raise their rent
Trees can occasionaly fall over, killing the tree and blocking paths
Rabbits and other vermin may use fallen trees for shelter
Fallen trees may not be used for shelter by larger creatures
Goverment:
Certain guards patrol and post designated areas
Guards stats are varied depending on the area of watch
During the night a guards vision becomes weakened
Criminals when caught by a guard are not instantly attacked and killed, they are given options:
*Pay a fine and continue their day(depending on action)
*Be arrested and held in jail, there they will have more options(see below)
*Resist arrest and takes your chances evading the guards and become an Outlaw(see blelow)
Jail:
Depending on supply/demand in town by vendors, a prisoner will be required to do specific jobs
(mine rocks, gather water into kegs, roll leather etc...)
Your time in jail is determined by your law breaking action/s.
Have the ability to escape depending on your status with certain familys that have such power
Escaped prisoners will alert a guards range by double the usual.
Outlaw:
Similar to being "red" but without the reputation of being a murder
Unable to purchase from town vendors
No bank access
No housing available and any houses owned prior to becoming an outlaw are ceased
You remain an outlaw until your sentence is determined and served(based of prior actions and reputation)
Occasional "black-market" trevelling salesman will patrol numerous routes outside of town allowing an outlaw to purchase a limited invetory of goods at nearly triple the price
Vendors:
Players may sell items that can then be baught by anyone at a price determined by the NPC
Prices are determined by the amount of incoming goods
It is ppossible that vendors can have little to no goods depending on trade traffic
Players can open contracts with vendors to bring in regularly amounts of an item for a higher profit
City Gambling:
On purchases over the amount of X, 2% is put into a lottery pool and after one month (UO days) it is rewarded at random to a lottery ticket holder
Duels - bet upon current and upcoming duels.
Leaderboards - A list of the top 10 winners.
Crafting:
Skills - smithing, alchemy, tailoring, carpentry, tinkering, hydroponics
Storage:
Banks may only hold gold
Merchants bank: May contain only items crafted by the bank renter at a daily charge depending on the amounts of items held
Wearables:
Armor and weapons have a chance to rust if not repaired by smiths regularly
Rusting or rusted items durabiliy and damage is decreased
Rusted items return less metal upon smelting
GM crafrted items have less chance of rusting
Guilds:
Guilds are formed socialy not by stones or automated systems.
Guilds do not exsist in a roster or stone, simply player ran
Asign outfit colors or requirements, those who chose to follow will be loyal. Those not, might be outcasted and/or slain or regulated by other loyal members
Hunger/Thirst:
Being too full can cause you to occasionaly run out of stamina quicker, swing slower
Being too hungry can make you lose stamina much quicker, lose health and lower strength
Night/Day
Nights will become very dark, thus leaving players and NPCs the choice of magic or candle light.
Day will have random temperatues, at highs a fully geared warrior may become very thirsty
Low temperatures can occasionaly cause lowered dexterity and lower hp
Housing:
Doors can be attacked
Doors "life" willbe considerably high
Alerts guard range by more then double due to the "noise"
Broken doors can onl be replaced by the owner purchasing or constructing a new door from carpenters
Housing will be effected by your criminal history.
Private guards can be hired to protect your home.
Voting:
After X amount of time, town leaders are re-elected.
Each NPC has special offerings and can be altered depending on bribing and player loyalty
Specific areas of towns can become outraged and begin to start fires or attack other mobiles depending on item production and earnings
Townfolk:
At certain times, certain npcs will close their shop.
Shops can be broken into
Each shop contains a locked crate of items when the shop is closed that can be broken into
If your caught stealing from shops, certain vendors may refuse to sell to you or increase their prices
Children will randomly trip you, steal from your or taunt you. They may also beg for food, candy etc..
Guards occasianly will "shake-down" players for no reason, sometimes taking items from their backapck.
Reputation: (not karma or fame)
Is determined by past convictions, income of sold goods to vendors and voting/arresting participation
Bounty Hunting:
Apply for the task of hunting down a specific bounty/outlaw, rewarded gold/bounty amount
This list is not complete, merely just some thoughts...
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