House Upgrades

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

Moderator: Gamemasters

Post Reply
User avatar
Llama
Posts: 7685
Joined: Sun May 29, 2005 7:02 pm
Location: The VBU is awesome
Contact:

House Upgrades

Post by Llama »

Currently, there doesn't seem to be much purpose in buying a house, except for the mark of status and the bragging rights...

These following are suggestions to make buying a house more attractive.

(House means a private building where one person/family lives, a workshop doesn't count as a house for example)

House Chests

These should be free with every house of a certain size, and are pretty much a local depot JUST for that house. In addition, town depots should have a fixed size (not TOO small) to encourage the building (or even renting) of houses.

Stone oven

These are the equivalent of an internal campfire. Anything that could be cooked on a campfire can be cooked on a stone oven, and there is no risk of fire from it. Morever the cook using the oven gains a small bonus to quality/chance of success.

Mini work tables

Much Much cheaper versions of worktables, which give a slight penalty when they're used, but are otherwise identical to the usual work tables. Obviously glassmaking and smithing tables aren't allowed.

Beds and Seating

If you have a bed in your house, you heal 1.5 times faster...(when in the house)

If you have seating in your house you rest (against skillcap) 1.25 times faster

Pen

If you have a cow, you can 'store' your cow at your pen (just something which looks lyke the thing to tie ropes to), and then get it back from that location instead of having to get a new one again...
--

I can't think of any more, feel free to add your ideas to the pile...
User avatar
AlexRose
Posts: 4790
Joined: Sat Oct 22, 2005 8:18 pm
Location: Megajiggawhat?

Post by AlexRose »

I love the bed and seating idea. I think if you're actually ON a seat or ON a bed it should happen. These things seem pretty good in all, although the depot thing seems a little pointless.
User avatar
Jupiter
Developer
Posts: 3477
Joined: Sun May 28, 2006 11:23 am

Re: House Upgrades

Post by Jupiter »

Hadrian_Abela wrote:Beds and Seating

If you have a bed in your house, you heal 1.5 times faster...(when in the house)

If you have seating in your house you rest (against skillcap) 1.25 times faster
This is really a good idea. :)
User avatar
Lennier
Posts: 2820
Joined: Thu Mar 14, 2002 7:33 pm
Contact:

Re: House Upgrades

Post by Lennier »

Free house chests:
Sounds good. I think about it.

Ovens:
Would be nice, but they are not my part. An animated chimney i would prefer.

Mini-Worktables:
I see no benefit. A cheap version of a normal worktable. Where are the disadvantages?

Beds:
Could be, yes. Also to heal new illnesses in future.

Pen:
Nice Idea. A function, in defined areas (pen), which protects the cow against the server, who would delete it after some time... But I do not know if it would be possible.
User avatar
Llama
Posts: 7685
Joined: Sun May 29, 2005 7:02 pm
Location: The VBU is awesome
Contact:

Post by Llama »

Mini-Worktables:
I see no benefit. A cheap version of a normal worktable. Where are the disadvantages?
There would be a disadvantage to the quality of the produced good, not to mention you're at home alone and not near people who'd watch you work and might decide to buy from you.

And it'll be used for

a) Mostly Roleplayed reasons (imagine an old woman at home knitting)
b) if the town hasn't afforded a much more expensive one, you can still practice the skill there
c) Ties in with the house chest, you can get resources AND work them there, without needing to carry resources to point C (a town work table)
User avatar
Mr. Cromwell
Posts: 1876
Joined: Wed Oct 11, 2006 6:20 pm
Location: All over the place.

Post by Mr. Cromwell »

@Hadrian

1. How many old women are there?
2. How many of them are property-owners?
:wink:
(Edit: Just a rhetorical question to point out that these would be commonly used by actual craftsmen and whatever, not such groups of characters that are too marginal to be included into any consideration.)

I think, that if someone wants to have his own workshop, then he should pay for the actual workbenches. The 'own depot in the own house' should be attractive enough in itself.
User avatar
Fianna Heneghan
Posts: 463
Joined: Sat Feb 10, 2007 6:40 pm
Contact:

Post by Fianna Heneghan »

I like the idea of the home owner's depot. It would be nice additionally for each person with access to the house to be able to share the depot. In other words, one person puts something in the depot and other residents with keys can get those items out making it possible to leave things for each other and share items.
User avatar
pharse
Posts: 1787
Joined: Wed Oct 04, 2006 9:33 pm

Post by pharse »

Fianna Heneghan wrote:I like the idea of the home owner's depot. It would be nice additionally for each person with access to the house to be able to share the depot. In other words, one person puts something in the depot and other residents with keys can get those items out making it possible to leave things for each other and share items.
Wasn´t it said that this is currently impossible? Or has it changed? I think the idea was to provide an owner with a free depot - like any other depot, just for free.
User avatar
Nitram
Developer
Posts: 7638
Joined: Fri Oct 31, 2003 9:51 am
Contact:

Post by Nitram »

As it was said dozens of billions of times. Shared Depots are technically impossible.
User avatar
Korm Kormsen
Posts: 2414
Joined: Tue Jun 27, 2006 5:46 pm
Location: Illarion nordpol, wenns den gibt...

Post by Korm Kormsen »

would it be possible, to eliminate the rot cycle-influence for single tyles?

if yes, work around the impossibility.

make a "treasure-room in houses. (one exceptional tyle plus door, maybe in the cellar) put just a single dark brown box in that room....
User avatar
Llama
Posts: 7685
Joined: Sun May 29, 2005 7:02 pm
Location: The VBU is awesome
Contact:

Post by Llama »

Korm Kormsen wrote:would it be possible, to eliminate the rot cycle-influence for single tyles?

if yes, work around the impossibility.

make a "treasure-room in houses. (one exceptional tyle plus door, maybe in the cellar) put just a single dark brown box in that room....
The only problem I could think of are server crashes....
User avatar
Fianna Heneghan
Posts: 463
Joined: Sat Feb 10, 2007 6:40 pm
Contact:

Post by Fianna Heneghan »

Nitram wrote:As it was said dozens of billions of times. Shared Depots are technically impossible.
Psst...

Other games have it. Could we define "impossible"?
User avatar
Llama
Posts: 7685
Joined: Sun May 29, 2005 7:02 pm
Location: The VBU is awesome
Contact:

Post by Llama »

Fianna Heneghan wrote:
Nitram wrote:As it was said dozens of billions of times. Shared Depots are technically impossible.
Psst...

Other games have it. Could we define "impossible"?
It probably means something on the line that in order to make it it'll need a complete re-write of the whole depot system which would take a lot of time and swearing.
User avatar
Maximilian
Posts: 161
Joined: Mon Jun 19, 2006 2:58 pm
Location: Österreich Steiermark Arnfels
Contact:

Post by Maximilian »

Da mein Englisch zu schlecht is schreib ich das mal auf deutsch:
Könnte man Gruppendepots nich so machen wie man die Kuh stielt?
Das dort einfach ein NPC steht den man "benutzen" muss und dann kann man das depot verwenden?


will keiner was dazu sagen?
User avatar
Estralis Seborian
Posts: 12308
Joined: Wed Nov 10, 2004 9:14 pm
Location: Sir Postalot
Contact:

Post by Estralis Seborian »

The suggestion was to let "cow depots" act as shared depots. This way, a member of a society could access items from other members by this shared depot.

Depots are bond to a specific character. This yields that the deletion of this character would result in the deletion of the items. Also, I am not quite sure how the cows work, but I assume a stolen cow depot is just a copy of a depot content, not the depot itself. Can't tell wether this copying can be restricted enough to prevent cloning of items.

Edit: But a dev could elaborate better. Nitram said it all, though.

And "impossible" means "too much effort, not even worth considering".
User avatar
Llama
Posts: 7685
Joined: Sun May 29, 2005 7:02 pm
Location: The VBU is awesome
Contact:

Post by Llama »

*digs up old thread and adds something to it*

Town buildings

These are ideas to increase the amount of 'roleplayed' buildings, by giving them a use mechanic-wise

Barracks/Training Yard

A barracks can be built in a town. What exactly constitutes a barracks (or any requisits for it [for example weapon decorations ect..]) is left up to the map designers.
A larger barracks, will be assumed to be better stocked with training weapons, training manuals, anatomy charts ect...
This means that fighters who are fighting in a barracks/combat arena will gain skill faster then if they were fighting outside.
I'm not 100% convinced about the skilling amount, but I think Skill*(1.00 + .01(amount of squares in barracks)) This means that a 5X5 barracks would allow a person to skill 25% faster, while a 10X10 barracks 100% faster. (Obviously there should be a cap)

Hospital

A hospital can be built in a town. There should be a few requisits before a building is a 'hospital' (for example 1 bed and 1 chest every so many squares).
A larger hospital will be assumed to be better stocked with medicine, bandages, ect..
This means that those injured, will be able to heal faster then if they were running around in the wilderness.
The heal speed = Normal Speed*(100 + .01(amount of squares in hospital)). This should cap at 2.5 times the speed for a hospital with an area of 150 squares. Moreover, the food bar goes down as it would normally (not as many times faster as the healing), since you are healing yourself with help.

Library

A library can be built in a town. Obviously a library would have to have a certain amount of desks and bookshelves /every few squares.
A larger library will be assumed to have a lot of old books, and magical scrolls and the like.
This means that any mage who casts spells in a library, will be able to read and research as he does, thereby learning faster.
The learning speed = Speed*(1.00 + .01(amount of squares in library)). This again should cap at around 2.

Combat Arena

A combat arena can be built in a town. Within this building, all attacks do 50% less damage. This is to increase the lenght of the battles (and .: #mes), making battles more... fun.
Also, any people in the spectator area, will rest (skillcap rest) at a faster rate, if there are two or more people fighting in the combat area. Again it is 1+(.01)(the amount of squares) [Think about the difference from going to a small ampheteather, to the colloseum).
--
What was described above, doesn't necessarily have to be a stand alone building. A large 'colluseum' would probably have a combat area, a training area and a hospital. Similarly, a castle might have a library room.

Implenting this is pretty much done manually. The map designer counts the squares, and some sort of code tied to co-ordinates it put into place.
---

The purpose for these suggestions, is to give a town a REASON for building otherwise useless (except for RP) buildings. Buildings are expensive, and there is no use in building a huge barracks for example, while in this case, you are rewarded by training speed.
Moreover, it gives a reason for people to join guilds (for example to be able to use their training area), and for guilds to talk to other towns and set up buildings.
Post Reply