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BelDragos
11-08-2000, 01:03 AM
A lot of questions were asked about building homes and castles. One thing nobody talked about was the process involved for building in cities. If I get my Mage Guild set up and it is doing well enough to expand hou would I go about opening chapterhouses in other cities? A proper guild must have representation in all the main cities. I already assumed that I have to get the permission from local government so I am specifically asking about the building. The question can go for building yourself a small home to live in when you are in the area. Rich merchants have more than one home.

freejack
11-08-2000, 10:08 AM
That's an interesting question but I would assume, since your working in a very finite area (city boundries), that you would rent/lease space as opposed to build in the city. What about your guilds "logo"/coat of arms, can you hang this symbol in front of your guild in each city to give it a unique identity? Hmmm...

fredrick
11-08-2000, 02:43 PM
If you saw a logo for a guild hanging over the door of it's building, you would either A) need to have a graphic on your local system of that guild logo, or B) it would need to be generated from your system.
As that is the case, chances are if guilds have their own logo, unless they program in 'sign text' instead of graphics for signs, guilds would need to be approved by the Arcanity team before they made us all download the graphic for that guild. Of course, I think that would be rather cool. Particularly if guilds were more class specific rather than just being a big group of people as they are in most games.
I don't think it's overly likely they'll go with the text rendered upon viewing as that would need to be a 3D rendering of the text for it to look right; as well as integrating with the sign/whatever.. and if there were 10 signs within your sight, rendering them all as you move would kill your system. (Anyone read about the new P4's? Maybe they'll render 3D text in the next version once those are mainstream :)

It would be very cool if they did only let there be a few guilds... then they might also let the guild founder program the guild hall maintainer. (i.e. have him perform certain actions only if he's prompted correctly... like needing a letter of authorization before he lets people raid the guild vault)

triangle
11-08-2000, 03:02 PM
why not allow land to be owned by the players... and also allow for home steading rights as well.... lets say the player goes up to the king and asks to buy some land... the king sends the playyer on a quest and once successfull allows the player to buy a plot of land.. the size depends on the quest... the land will show up on a map in some shop and the player can then post work requests for buildings. after chosing a bidder (lowest not necessary the best) the bidder will then gain permission to build on the land... now home steader rights would be to just go out and build the stuff on the land without the kings permission... and maybe have the king give a quest to a PC to go kill the player and burn(or destroy) the buildings after which the PC would get possion of the land legally.. rogues could try to destroy building and such which would get the king sending quests for the rogues head...

i dont want to see 10 thousand homes or castles.... but i do want the ability to have a home or castle..

citys might function simular to those in real life in the citys... if there are no homes available then some NPC's (or PC) can get permission to build another... then sell it to a PC for a nice profit.

i think that a NPC councle should control the building rights and the king control the land rights.... then you might need a magic generator installed (mage councle) and defences (military councle) and then post for NPC merchents from the merchient guild..

allow the NPC merhcents to have a required profit level where it has to buy and sell a certain amount per week.. if it drops then the merchient will raise prices and buy for less.. and if that doest halp have the merchient leave for better pastures.

have a blueprint shop where you can cough/bribe/cough the people into buying the layout of almost any building made by the people of that town...

just a few ideas

Slitherrr
11-08-2000, 03:48 PM
Rule of economics, my friend. If profits aren't met, lower the price! I'd suspect that he'd start selling for less (not necessarily buying for more) if profits dropped, and if his sell price dropped below his buy price, he'd have to move, just stay in business.

BelDragos
11-08-2000, 09:03 PM
Again the question. What does it take, beyond permission, to build a construction within a village or city?

Dyson
11-29-2000, 04:27 PM
Personally, I think Guilds should be limited to one building in ANY city, maximum. Since there will probably be more then one Magic Guild, it seems really unfair that the first few nab space in every city. And since the game uses a 3d engine, every building is a major piece of geometry that affects the gameworld, not just a collection of sprites slapped down. I'd advocate having a main "Chapter" building in one city, and other smaller "outlets" nearby cities.

Don't forget, small guilds could make use of public space. Ie, there could be a public meeting hall- one day a Tailoring guild might meet there, another day the Knights of So-and-So have their training session.

fredrick
12-01-2000, 08:29 PM
I like Dyson's idea. Maybe make the number of members of a guild effect how many buildings/what size they get? Say with 20 members you get 1 medium sized guild house.. with 500 you get a medium guild house in several cities and a large guild house.. or if you wanted you could have a guild fort or some-thing and a few guild lean-tos :-) (Like a fruit sellers booth.. where the guild has a fellow to answer questions, sign people up, relay messages and stuff, but not an actual building)

Hehe.. like monopoly.. you can have a bunch of houses; or 1 hotel..


You think maybe if you're skilled enough you could train your NPC guild trainer?

BelDragos
12-02-2000, 02:45 AM
The guild will start in the "good" areas and slowly spread toward the "evil" areas as the players expand towards it. How many cities depends upon the designers.