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 Post subject: Thoughts on some possible environmental features
PostPosted: Sun Dec 04, 2011 1:14 pm 
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Website: http://www.enigmauo.com
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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 Post subject: Re: Thoughts on some possible environmental features
PostPosted: Sun Dec 04, 2011 2:22 pm 
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Joined: Tue Nov 08, 2011 10:46 am
Posts: 296
Great concept ideas Draconis (and Illutzio). I do not regret a second that I found you guys and will continue to play this shard (once I have a little more free time).

Some ideas are actually the same I was suggesting. It's all right that I don't have any credit on this list. I was a dick last time so I understand why you hate me. Anyways guys, 'your' ideas are great so far.

I would like to point our few things.

Reputation. Great so far, however it could be something like Civil council reputation (if a player is a politician) or Guilds reputation (if he is a member of the merchant guild, buy/sell actions) and Overall disposition (anything else, such as if you give food to beggars or if you are evil your disposition may change).

Also, an idea on Guilds. There could be several NPC ran merchant guilds. In fact, a player could not be able to practise a certain craft legally in Britain without joining a certain guild. For tailoring - Tailors guild, for blacksmiths - Guild of tradesmen, Alchemy - Mage's guild etc.

If player does not want to join any of the guilds but wants to be a freelance crafter, then legal shops will not buy anything from him and/or prohibit him from running his activity. He may be charged with fines and even be put in prison. Here we come to above mentioned 'black market' fence, who could ilegally buy/exchange your producs with profit.

If a player chooses to join a guild, then he has to pay a certain percentage from his every operation to the guild. A player could be able to make a career there (by producing as much goods as possible), and perhaps even become a leader and become incredibly rich.

Same goes for a Thieves Guild. A thieves will be able to freelance, however they are at risk of being killed by the members of the thieves guild, since it ruins their monopoly of their business.

Player guilds are another story, of course. IMO there should be guild houses avaiable. Some houses in Britain are too large for one player, but would be enough for a guild. Some even have underground levels and second floors.

Politics. There should be a Town hall meeting for election needs as well as giving out orders if you have a certain political office. If you guys dont plan on having a Bards Guild then this building perfectly suits for a Townhall (after a little modification). Just an idea guys.

Also, LB's castle SHOULD have a purpose.

Banks and city gambling. Somebody has to run both. Banks should be able to give out loans and gambling operations should be ran by somebody.

Both banks and gambling houses could be robbed. Both should be crowdy. Banks at the day time and gambling houses during night time, for instance.

Thats it for now. Cant think of anything else atm but again guys, if all this happens that would be the best UO ever made. Not because of online count, but because there will always be something to do even with low population because of the small map and the fact that NPC's actually play a role in the gameplay. So even two people will be able to change the gameplay dramatically. Even more than 1000 douchebags could change it on IPY2 haha.

Ohh...forgot about permadeath. I still think that gameplay should be about strategic thought rather than mindless slaughter. So permadeath would be reasonable. And there should be a court too. Perhaps a detective system (Forensic) where you could spy for possible criminals and/or investigate crimes and find scents left after commiting a crime. The more serious the crime is the more obvious scents it leaves. Thus, a murder may be found by a detective and put into court. And if evidence is high enough he would be put in prison FOR A REALLY long time (in case of murder). Perhaps forever, but he could be paid a bail for and released sooner, for instance.
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