AreYouKidden
Legendary
NOTE: any numbers/figures are placement holders - estimations that haven't been tested out for validity - we're looking at a concept here.
Two part suggestion: (because this is a huge undertaking - but nothing Luthius couldn't handle!)
Purchasing and upgrading a territory through the guild menu - requires funds to be in the guild treasure (treasuries expanded to hold dubs, leather, ore, lumber).
The territory can be leveled up to 3 times after being placed - as long as it meets the criteria for the level up. If at anytime you didn't meet the monthly upkeep (this could be assessed and withdrawn weekly), your territory go into disrepair and would drop a level, until it disappeared. (messages provided on login for notifications)
Territory Levels: (in order to place or expand an area there must be no available placements available in it, and all houses must be owned by the guild.)
Two part suggestion: (because this is a huge undertaking - but nothing Luthius couldn't handle!)
- Phase 1 rollout could be assigning/protecting territory.
- Phase 2 could be adding additional elements to your territory (NPC's, guards, block recalls in/out, gates in/out, lawless, non-lawless)
- a guild territory allows you to lock down the area around a guildstone, to protect it, and build upon it, because you've worked for and own all the available housing locations within the area.
- To protect land areas where people have labored to bring all the area into a guild, from things that happen in life such as members who disappear, or are no longer able to play the game.
- To provide an avenue & outlet for building upon an RP world, and interacting with that world, and creating a place for people to travel to and enjoy.
- tied to the guildstone menu as an additional page - or in the guild menu.
- a guild territory cannot overlap any other guild territory - including within your own guild - you can have multiple territories though.
- a guild territory could only contain houses that belong to the guild - and could only be placed if all houses in it belonged to the guild.
- a guild territory comes with a substantial cost, and upkeep.
- a guild territory would only the guild it belongs to, to place houses in it. (this protects house spots when they fall in your territory).
- a guild territory would only allow you to sell your house to a member of the guild it belonged to.
- if a house was no longer affiliated with the guild (owner left guild, quit, etc) the house would fall if not sold to a member in the guild.
Purchasing and upgrading a territory through the guild menu - requires funds to be in the guild treasure (treasuries expanded to hold dubs, leather, ore, lumber).
The territory can be leveled up to 3 times after being placed - as long as it meets the criteria for the level up. If at anytime you didn't meet the monthly upkeep (this could be assessed and withdrawn weekly), your territory go into disrepair and would drop a level, until it disappeared. (messages provided on login for notifications)
Territory Levels: (in order to place or expand an area there must be no available placements available in it, and all houses must be owned by the guild.)
- Hamlet (Low Activity)
- 50 x 50 area
- cost: 1 mill gold, dubs, 125k leather, ore, lumber
- upkeep: 125K gold monthly
- You must assign a name to this territory (this one scares me - I've seen some of your names)
- Village (Medium Activity)
- (75 x 75 area, 2500 visits monthly to the hamlet)
- cost: 2 mill gold, dubs, 250k leather, ore, lumber
- upkeep: 250K gold monthly
- Town (High Activity)
- 100 x 100 area, 5000 visits monthly to the hamlet
- cost: 4 mill gold, dubs, 500k leather, ore, lumber
- upkeep: 500K gold monthly
- City (Bursting Activity)
- (150 x 150 area, 10000 visits monthly to the hamlet)
- cost: 8 mill gold, dubs, 1M leather, ore, lumber
- upkeep 1M gold monthly
- Change Law Level: 50k fee each time you change
- Lawless (add 10% to upkeep fee) - gray NPCs can be spawned - they will attack anyone not affiliated with the guild (guildies/allies), and also anyone on your enemy list.
- Normal (no fee added) - blue NPC's can be spawned - they will only attack anyone on your enemy list.
- Lawful (add 10% to upkeep fee) - blue NPC's can be spawned - they will attack any criminal not affiliated with the guild (guildies/allies), and also anyone on your enemy list.
- Note: Enemy list created below by compiling all current bans
- Change Travel Settings: 50k fee each time you change.
- Recalls - allow in, allow out, allow all, block all (anything other than allow all - adds 10% to upkeep fee)
- Gates - allow in, allow out, allow all, block all (anything other than allow all - adds 10% to upkeep fee)
- Mounts - mounted, unmounted (unmounted would add a 10% to upkeep fee)
- Update Enemy List: 50k fee each time you update.
- This will grab the ban lists from all houses, and add them to your enemy list - used in conjunction with Lawful/Unlawful settings above.
- Shopkeeper NPCs: add 5% of NPC cost to upkeep fee for each NPC
- standard shop NPC's cost: 100k ea
- only 1 of each type can be placed at any one time in a territory
- must be placed in a house in the territory, and are placed where you are standing at the time you purchase it
- you are setting up a respawn location when you enable
- they will wander 2-3 tiles from that spot
- Special Shopkeeper NPC's: add 5% of NPC cost to upkeep fee for each NPC
- banker/stable/dockmaster NPC's cost: 1M ea
- only 1 of each type can be placed at any one time in a territory
- must be placed in a house in the territory, and are placed where you are standing at the time you purchase it
- you are setting up a respawn location when you enable
- they will wander 2-3 tiles from that spot
- Guard NPC's: add 5% of NPC's cost to upkeep fee for each Guard NPC
- warrior, mage, archer NPC's cost: 250k ea
- You can have up to 3 placed for each village level (1 of each type)
- must be placed in the territory, and are placed where you are standing at the time you enable it
- cannot be placed within 5 tiles of another spawn point
- you are setting up a respawn location when you enable
- they will wander 4-6 tiles from that spot
- Guild Banners: 50k fee to place your banners
- allowed 3 banners per territory level
- banners have a set look - but would be placed in your primary guild color (set in the guild menu)
- banners could only be placed within the territory, and must have at least 1 tile of passable terrain all around them.
- Vendors placed within a guild territory, could have a fee go directly to the guild treasury
- Allow a number of unique/limited placement ideas such as bonfires, mining carts, other land deco, that could be placed
- How will this affect monster spawns in an area, especially with the travel restrictions? (ie. water spirit)
- you already added stablemaster/dockmasters - with zero upkeep - would love to see them a part of this though.
- added mounts under travel
- split out special shopkeepers
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