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Posted: Tue Feb 15, 2005 5:09 am
by cavesomething
I'd like to think that ultimatly regions would be controlled by normal players, who would be the leaders of a region responsible for enforcing the law within their domain as they see fit, thereby reducing, not increasing, the need for DMs (who could then spend more time doing quests and patrolling the wilderness (think 'ranger'))

This is not something to be done anytime soon though, there are lots of issues involving assigning and de-assigning leaders.

In any event I think local currencies would be implemented first. probably with commision charges in the bureau d'change (leeching yet more money out of the game....)

Ultimatly the sorts of things you could have are quite awesome. Think keeping track of the local economy and having shops shut if not enough trade occurs to support them, or new shops opening if somewhere proves popular. Imagine destroying buildings so that new ones could be built (those being any currently unlinked city building). In game terms, buildings would become monsters immune to all types of attack except a new one (demolition). and then when they were destroyed the exits would be gone. (/me dreams of scorn TC being demolished....)

This though is probably not even years, but decades away (and certainly not until I get a hell of a lot better at C :) ).

Posted: Wed Feb 16, 2005 12:37 am
by mikeeusa22
Cities could have wars... the defenders defending the gates untill they are defeated and the enemy gets into the city and razes the buildings to the ground :D.
cavesomething wrote:I'd like to think that ultimatly regions would be controlled by normal players, who would be the leaders of a region responsible for enforcing the law within their domain as they see fit, thereby reducing, not increasing, the need for DMs (who could then spend more time doing quests and patrolling the wilderness (think 'ranger'))

This is not something to be done anytime soon though, there are lots of issues involving assigning and de-assigning leaders.

In any event I think local currencies would be implemented first. probably with commision charges in the bureau d'change (leeching yet more money out of the game....)

Ultimatly the sorts of things you could have are quite awesome. Think keeping track of the local economy and having shops shut if not enough trade occurs to support them, or new shops opening if somewhere proves popular. Imagine destroying buildings so that new ones could be built (those being any currently unlinked city building). In game terms, buildings would become monsters immune to all types of attack except a new one (demolition). and then when they were destroyed the exits would be gone. (/me dreams of scorn TC being demolished....)

This though is probably not even years, but decades away (and certainly not until I get a hell of a lot better at C :) ).

Posted: Wed Feb 16, 2005 3:00 am
by cavesomething
Yes, first what would happen is you would have leaders, and then citizenship. (this places this long into the future, certainly months, probably years away)

Then allow any citizens of any city to try and overthrow the existing administration.

Hold a vote, 'should a coup occur in foo'? (more extensions to sam, maybe it could end up being useful rather than an annoyance...)

Have all citizens of all countries vote. If the majority in the host city vote for, it is considered an automatic bloodless coup ('cept for the leader, who gets an automatic killed effect - assasinated by the town guard).

If the majority of any other city vote in favour, that city officially declares war, the powers of jailing for the leader are suspended against citizens of that region, (do not recognize the authority of that city) and there is a point to take control of to overthrow the leader. (town centre, castle, as appropiate.) (PK-ing would be expected in the interim).

This could lead to lots of paranoia amongst leaders who see a sudden influx of new citizens, maybe they would start stripping players of citizenship and exiling them if they feared a coup? (maybe that would be grounds for triggering one)?

How should voting in a city occur?
I think there are several ways
percentage of citizens (a democracy, like ancient greece)
percentage of player_level (a victory of the strong over the week)
percentage of citizen capital (a merchentile city)
block vote from the local guild plus one of the above.

Ideally the decision would be made by the leader of the city, so that they could try and form the government that best supports them.

Once you have this then there are all sorts of possibilities for international geopolitics; peace treaties, free passage agreements, leaders deciding to extend no magic or prayer zones (probably a good choice for a wraith leader) etc.

Of course someone not claiming citizenship anywhere (or doing so in somewhere resolutly neutral,) would be largely unaffected, except that they could get caught in the crossfire (hey, then the game's name would actually be sensible....)

Obvoiusly after a long enough period of quiet, there would be a de facto truce, to ensure that everywhere isn't permenatly at war.

Oh, and obviously an attacking force should not be able to respawn in the city they are attacking, they should probably go to a special limbo map for a while, before re-emerging in their home city a minute or two later. Word of recall wouldn't have that issue (I expect someone would camp with spells near the recall point though....)

Note I don't expect metalforge to go for this, Cat2 on the other hand....

I haven't yet figured out a way to deal with sock puppets, except to allow exiling of them, as and how the leader deems fit....

The scary thing is, the changes required to have this occur are not actually that extensive (compared to the game as a whole anyway).

Razing buildings would be more difficult, but not too much so - make them creatures with stupidly high hitpoints, vulnerable to a demolition attack, - rebuilding would be harder to include, and without that, I expect that the world would become a desolate wasteland....

Posted: Wed Feb 16, 2005 3:56 am
by mikeeusa22
There could be a server setting of weather building razings would be permanent or reset with the map.

Posted: Wed Feb 16, 2005 5:50 am
by cavesomething
Well, there could, but then there doesn't seem to be a great point to it really. I would rather that rebuilding was hard, and expensive (I am thinking hundreds of thousands if not millions of Plat), not so much to discourage it, but to give a reason to prevent it. (the idea being that if you have inter-city wars, a scorched earth policy can be a good way to sap the resources of your enemy).

Posted: Wed Feb 16, 2005 6:12 pm
by mikeeusa22
Perhapse 250k plat per square?

2 story houses as double that.

What would one need to destroy a building? Perhapse a seige machine?
Perhapse these could be produced by a buildable seigecraft factory (when built it will generate a map to go with it.

Perhapse there could be diff styles: Navar gets a middle-eastern looking building, Brest gets a wooden/viking type one, scorn gets a londonish one etc. Maby it needs to be built near water?

Posted: Wed Feb 16, 2005 9:39 pm
by bort
Londinish? Think more medieval style.

Posted: Wed Feb 16, 2005 10:34 pm
by cavesomething
mikeeusa22 wrote:Perhapse 250k plat per square?

2 story houses as double that.
Actually it occurs to me that another, (and possibly fairer) way to count is mapsize of the linked maps.

Multiple interior maps are difficult then however, traversing the different stories would be interesting...

As it is I would like to think that the various buildings could even end up moving around. This would require:

Certain maps be marked as (interlinked) quest-signifcant maps, that do not move. (eg, scorn east gate is quest significant, porter's house is not)
Most of the others have a list of allowable faces for the building
Each region have a list of allowable faces
that the exits can get re-pointed properly.
That there is some sane way to assign space inside the city.

This is hard, however it would be quite awesome if due to a war in one part of the world, some leaders of other area's got requests for planning permission :)

After that all that will be required is monster attacks and the changeover to simcity online will be complete....

Posted: Wed Feb 16, 2005 10:38 pm
by cavesomething
mikeeusa22 wrote: What would one need to destroy a building? Perhapse a seige machine?
Perhapse these could be produced by a buildable seigecraft factory (when built it will generate a map to go with it.
Perhaps there could actually be a use for alchemy in the game instead of just for getting money? If these things were possible, but stupidly hard, to construct using alchemy, then high level alchemists could have a great use as part of an invasion force....

Posted: Thu Feb 17, 2005 1:40 am
by bort
That or smiths. What else is smithery for, than creating new weapons, and seige craft can be grouped in there, with alchemists powering the engine, and smiths building it. :P