Idea: City Expansion

Everything about Illarion that fits nowhere else. / Alles über Illarion was inhaltlich in kein anderes Board passt.

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Misjbar
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Post by Misjbar »

I do not know what you are talking about Hadrian, but mind you, we in Illarion have magic, and some of the richer of us are not afraid to utilise it. Not saying that I am rich ofcourse, but I do think that teleporting is perfectly allowable. The greedy moneyhungry bastards can walk if they want, but that is their decision to make. :)
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Moirear Sian
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Post by Moirear Sian »

Misjbar wrote:The greedy moneyhungry bastards can walk if they want, but that is their decision to make. :)
Not all people who walk everywhere are greedy, moneyhungry bastards. :P

As for teleporting, something funny would be if there was like a 0.5% chance that upon teleporting, you land at a wrong destination. *g*
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Misjbar
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Post by Misjbar »

First of all, poor people are moneyhungry, because if they were not, they would be more than happy to hand over their hardearned copper coins to travel a tad faster, with more comfort! I hate you poor people, for being such fuckers for the economy! You are making the children of the teleporting books very sad pandas, for they have no food.

And, to Sian's suggestion: "Can't...Breathe...My lungs...Are split in half....Inhaling tube thingie that is somewhere in the back of your mouth is blocked by wall...Noooooo. I will get you for this cheap way of transportation!"
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Pendar
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Post by Pendar »

Yes Hadrian running to Green Briar would offer a potential victim a lot of safety.
Why are people fixated on committing crimes around trollsbane.
Teleporters are a vital and much requested item in the game and now you complain when people utilize them.

hadrian wrote: normally richer people were attacked by large gangs; to take care of the amount of guards.
Actually yes when they traveled by roads a group of highway men was a potential. Around towns the danger was cut purses and only nobility or royalty would habitually travel with escort. A man with enemies may have a body guard how ever that would be a much stronger connection than a hired escort.
Just because you perceive something in way or desire to rp it yourself that way. Neither makes it factual or correct to any one not you. It is a terrible habit of this community to try and dictate what constitutes rp.
hadrian wrote:Entertain guests, secret parties ec
Yes a guild of spending time with my wife, a guild of inviting young ladies back for a drink. A guild of resting my leggs in the company of another character. A guild for storing my possessions in a secure location...A guild for rping the security a home brings a person. Please bear in mind we are projecting here to a point where building is basically server run, I have already qualified why building requires a guild currently.
Are you seeing a secondary application yet?
Brian
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Misjbar
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Post by Misjbar »

It is a terrible habit of this community to try and dictate what constitutes rp.
Could you give some examples of this?

EDIT. Maybe even in a PM. Spamming the thread is useless ;)
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Moirear Sian
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Post by Moirear Sian »

Misjbar wrote:First of all, poor people are moneyhungry, because if they were not, they would be more than happy to hand over their hardearned copper coins to travel a tad faster, with more comfort! I hate you poor people, for being such fuckers for the economy! You are making the children of the teleporting books very sad pandas, for they have no food.
Have a heart for rangers and rogues, damnit! That makes me wanna cry.
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Aegohl
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Post by Aegohl »

Sorry guys, but could we take this conversation elsewhere. I check this hoping to get more ideas on what I should map. My map editor doesn't have teleportation scrolls in it. It has tiles and walls and trees and such.
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Devrah Liioness
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Post by Devrah Liioness »

I think the map should include more places that random bands of brigands or just random small guilds could hang out in. More little caves (tiny ones, though), some shelters made from trees (I found planting one to be excessively difficult and time consuming), maybe some more ruins and abandoned little shacks and such =)
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Moirear Sian
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Post by Moirear Sian »

Speaking of caves. I'm sorry if this has been suggested before on the thread, but I didn't read it all. And some people are probably going to hate it, but here goes:

Two or three subterranean cave tunnels would be neat; such with which you can travel a bit faster than overland if you've figured out the shortcut (not even much; perhaps only like 10-20% quicker than the overland route.)
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Mempriclus
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Post by Mempriclus »

I personally would like to see more in some of the caves. At the moment alot of them are merely hole in the ground, and once you've explored one, you've explored them all.
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Nop
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Post by Nop »

I would like to see useful roads that actually connect the major sites on the map instead of ending nowhere a few steps behind the town walls.
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Moirear Sian
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Post by Moirear Sian »

I reckon, we were told we have to build the roads via roleplaying+GMs.

But yeah, I feel the same about what Nop said.
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Aegohl
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Post by Aegohl »

Devrah Liioness wrote:I think the map should include more places that random bands of brigands or just random small guilds could hang out in. More little caves (tiny ones, though), some shelters made from trees (I found planting one to be excessively difficult and time consuming), maybe some more ruins and abandoned little shacks and such =)
All over it.
Two or three subterranean cave tunnels would be neat; such with which you can travel a bit faster than overland if you've figured out the shortcut (not even much; perhaps only like 10-20% quicker than the overland route.)
Sort of on it. Don't know about faster, but, er, more interesting?
I personally would like to see more in some of the caves. At the moment alot of them are merely hole in the ground, and once you've explored one, you've explored them all.
Totally on it.
I would like to see useful roads that actually connect the major sites on the map instead of ending nowhere a few steps behind the town walls.
Talked about internally and it was agreed that I would add such roads and for the current map should any roads be added this way it would have to be by GM's. I've witnessed some GM attempts at this.
I reckon, we were told we have to build the roads via roleplaying+GMs.
Old map editor's policy. Personally, I wouldn't make you roleplay too hard for basic infrastructure. If your characters needed latrines, I wouldn't make you suffer for it.
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Misjbar
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Post by Misjbar »

Nop wrote:I would like to see useful roads that actually connect the major sites on the map instead of ending nowhere a few steps behind the town walls.
I always thought we the players were meant to give some initiative on it, and decide to build the roads ourselves, and gather resources for it? I was never a fan of it, but I thought that was said somewhere in the recent past after the server wipe and all?
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Aegohl
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Post by Aegohl »

It was, but like I said, it was the old editor's policy; not mine. I'm inclined to build things out of usefulness or rp value at no cost and that's been my policy and no one has whacked me over the head for it yet.
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Nop
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Post by Nop »

Oh come on, you're just afraid I could build a script that allows players to create roads themselves and they put highways and parking lots all over gobaith. :-)
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Aegohl
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Post by Aegohl »

That too. *shivers*

But if you recall, even as I hate even that idea, I proposed another where one could change entirely every tile. I may hate it, but the players still come first. *shivers more*
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Moirear Sian
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Post by Moirear Sian »

That sounds... horrible. Because it sounds like unfun, as opposed to the traditional fun galore!

I'm so scared.

Please don't do it Nop.
Think of the poor map team, man! How will they only feed their children?![/opposite day]

...

What's with depot chests? Will they remain linked and few as it is now or will they be seperated and become more numerous over the map?
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Nop
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Post by Nop »

Won't do that, just have to threaten once in a while :-)

AFAIK depots are not final yet.

I advise against it. If they become unlinked, there is no way to haul large quantities of anything from one city to the other. None of the RL means of transport (horse, mule, cart, boats) are available in the game. Which would make the situation very cumbersome.
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Maliss
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Post by Maliss »

If each telepoter sight had a depot near it or mages able to create teleport spells removals/transport of huge quantity could become big business.
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Aegohl
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Post by Aegohl »

I intend to limit depots in a way. Each city will have a bank where the main depots will be. There should be nothing else to interact with in these buildings, so people will use their depot and go elsewhere quick instead of hanging out around them. Even I'm guilty of that and it looks funny.

Guild depots will be allowed as long as they're behind a locked door.
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Poots
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Post by Poots »

call me a suck up, but did i ever tell you you're doing a great job as a Game Master?
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Post by Fooser »

Poots wrote:call me a suck up, but did i ever tell you you're doing a great job as a Game Master?
Translation: Liek build m3 a castle, bitoch
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Misjbar
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Post by Misjbar »

Did he ever told you he is not officially a gamemaster anymore, only a mapdesigner? Oh yes, he did! :)
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Cain Freemont
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Post by Cain Freemont »

Misjbar wrote:Did he ever told you he is not officially a gamemaster anymore, only a mapdesigner? Oh yes, he did! :)

Oops? I think someone was pwned! Teehee!
Keikan Hiru
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Post by Keikan Hiru »

Aegohl wrote: [...] Old map editor's policy. [...]
Uhh, what a cold way to adress me, as if I am some evil boogy man.
I still belive its better to give players free hand at planing (not constructing) the roads.
At the end we can still suggest alternate routes.

Cassandra did something about the depots, I guess they might become unlinked soon, or maybe not.
I prefer the unlinked version because of the increased need of transportation, infrastructure, waylaying possibilities, increased ressource supply dependency, boosted trade beetween cities, ect ...
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Aegohl
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Post by Aegohl »

I didn't mean to address you as such, Keikan. I just meant that very thing: the policy was announced before I took the seat. I understand your position, while disagreeing with it.
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Jori
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Post by Jori »

One thing that would be cool (I have no idea how hard it would be to implement though) is if the players could basically build anything they want like buildings, roads, etc. This would open up a whole new job market for builders and such. Or there could even be liek subclasses of builder (have each one seperate of course) like bricklayer, floorer (is that even a word?), or masonry perhaps. This, in turn, would open up jobs/skills like rock carver, brickmaker, tilemaker (for floors). There could also be random jobs for making roads and such.
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Llama
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Post by Llama »

Lots of work, low demand.

Its not like you;r going to need one everyday.. and how is he supposed to train? Build a lot of roads which go nowhere?

I think it should be added to existing skills, I mean woodcutters know how to build wooden houses right?
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Dónal Mason
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Post by Dónal Mason »

"Hey, I can chop down trees, so I must be able to build a sturdy, weatherproof and all around liveable house out of trees!"

Building things from wood is very different to chopping aforesaid wood with a large axe.

If players were allowed to build roads, buildings and suchlike, we'd have to be able to tear them down too. I for one wouldn't be too chuffed to find out that someone had decided to tear down Greenbriar to make room for their shack.
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