Apartment traveling

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ermys
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Apartment traveling

Post by ermys »

I Have recently been able to pay for some of the Brest town house portals to scorn and Darcap but i was thinking that it might be a good idea to allow construction of portals to any town or specific location my purchase from the builder shops.

this would involve a new spawning block and specific portals that you can buy... such as Brest, Navar, Darcap, lake country, scorn, wolfs burg ect.
each as their own portal type to be purchased from a building store... pricing would be a possible issue i would suggest 2-5 amber for 1 portal to any location.

Also i would suggest that you can only buy portals to the location you are currently in (ie brest portal can only be bought in brest building stores)
while the others are available from any shop (ie scorn and navar are available at any building store in the world).

These should be build able in any apt if you can get them even if the apt is not build able (ie scron or lone town downstairs)

Just a possible thought for easier access around the world for higher lvl players or thoes that need fast transit

another posibility would be like a scroll of town portal but it goes directly to a set locaton and can not be removed ever and has no return portal... kind of like the guild portals
cavesomething
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Post by cavesomething »

I can certainly see a benefit to this idea, I think how I would want to see it implemented would be something like the following:

Certain apartment maps should have an area set aside for portals.

These portals should be constructed by acquiring (at suitable expense) a 'portal setter' and applying it in the world map somewhere.

Any square on any world map that can be walked upon is a valid target for the portal. Any square not on a 'world' map is not.

A portal is established by applying the 'portal setter'

This creates a one-way portal in the apartment it relates to.

This portal has a defined 'energy level' every time it is used, and once every game day (week?), that energy level drops.

If the energy level reaches zero, the portal disappears, it can be recovered by paying the maximum maintenance cost since it disappeared (what you would pay for using all of the portal slots an apartment has available) or it can be re-established by getting a new portal setter (but this means going to the destination again manually).

To extend the life of the portal, more 'money' (probably gems, easier to write in game terms - used as prisms to focus magickal energies, etc) can be paid

Not paying the extra money means that the portal disappears.

This would mean you could have lots of portals, but only if you were prepared to pay for them.

I'd actually suggest something like 100*n gems (gem to vary by apartment) to set up each portal, at which point it has 50 energy.

every use, and every game day, each portal should lose n energy, where n is the total number of portals you own, including this one.

So, one portal, in an apartment using diamonds:

make a portal, 100 diamonds.

it has 50 energy, so you have 50 free days+uses
for every day above the 50 free days, you need to pay 1 diamond to keep it open.

3 portals, in apartments using diamonds:

make portal
100 diamonds for the first portal
200 diamonds for the second portal
300 diamonds for the third portal

each start with 50 energy, each lose 3 energy each day.
To keep all of them open would require 9 diamonds a day.

This way, your costs go up very quickly if you want to maintain unnecessary portals, especially if you do so in multiple apartments. (it should also be possible to 'close' a portal directly in order to reduce maintenance costs, although then there should be no option to re-open it other than by revisiting the destination again).

I think most of this can be done comparatively easily with some python scripts, the hardest bit would be updating the existing apartment maps not to have the old-style portals.

The costs I give here are for example only, they may need to alter up or down after being played a bit.
ermys
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Post by ermys »

This seams about right... but i was thinking more of permanent portals that are a one time major expense...

i can see how this way would work in some cases better i would however suggest that instead of a construction cost for the portal in the apt you must just buy a portal setter
(1 purchase like a general builder you keep it forever )
however you automatically must pay a certain number of say pearls
(since i have seen little use for them in the game so far)
to pass through the portal each time it is used
(kind of like the shop exits that force you to pay the fee upon exit)
this way their would be less of a chance to forget to pay a maintenance and just loose an important portal.

I would also suggest that the cost of portal travel be similar to the level of the location traveled to
so say scorn is 0-6 pearl, navar 3-10 pearl, brest 40-80 pearl (also these could be multiplied by a number relating to the difficulty of finding pearls in that area so if you can find 10k pearls in an area you get a 100 multiplier added on for the portal travel cost, and if you can only find less than 100 pearls your travel cost stays the same

this way you can recoup the cost of travel with out to much difficulty
mwedel
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Location: Santa Clara, CA, USA

Post by mwedel »

I actually like what a lot of games do, which is if you have been to a place before, you can get there again with minimal time & hassle.

It seems to me that the portals in the apartment where some way to do this, but as noted, there are some limits.

IMO, allowing permanent portals in apartment to lead to any outdoor map space is a bad move - it just seems like an invitation for some abuses (now even easier to farm some dungeons) - also not a really good in game mechanic.

A better one would be to record which towns/villages/outposts the player has been to (whenever they get to one they haven't been before, something in the player gets updated).

Now in the towns, ships, dragon transports (for inland towns), etc will have a set of destinations they will take the character to, for a fee of course. They won't offer to take the character to a town they haven't been to.

For small towns/outposts, it may be that only the major town near there will offer that transportation (for example, if you are in scorn and want to get to some small village near navar city, you may have to do scorn->navar city->small village)

The cost would be based on various factors - in fact, this would be something set in the map so that the map designer could decide how much it should cost to go from place to place, and what places are offered.

This adds some in game purpose to all those transports, but still puts some controls on where characters can go.
ermys
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Post by ermys »

my original thoughts are not necessarily to any outdoor location but to any town .. and possibly any major tc or quest that is appropriate

(ie not one that is just a mining operation but ones that have perhaps specialty items or common goods that every player can use but not of high value)

also the costing idea I would like implemented is a way to control farming since it would cost so much to use it that you wont farm because you cant make up the cost fully or only just can make up the cost.

and as the rest you mentioned, that is pretty way how the game operates now.
Panthera Leo
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Post by Panthera Leo »

mwedel wrote:...

A better one would be to record which towns/villages/outposts the player has been to (whenever they get to one they haven't been before, something in the player gets updated)...
A quest reward flag as a 'god' item (so it disappears when dropped, and can't be traded) would be the most portable solution I think. It would not require any special addition to a players save file. They simply have the item when they need if for only as long as they need it, and then it can be discarded and the space freed.
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