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 Ridiculously rough draft ideas

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ArcaneJill
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PostSubject: Ridiculously rough draft ideas   Thu Jun 30, 2016 4:05 pm

These are just brainstorms... Super super rough ideas.  I will not take ANY offense at criticism/changes/suggestions to scrap these ramblings all together.  But the baby's taking a nap and my brain is in game idea mode so here goes...

Assuming a browser-based, multiplayer game here.  And working with the ideas of before of PvE/PvP options.  Forgive my lack of complete sentences; I really am just typing as I come up with stuff.

So every player starts off with a "home."  And they can do whatever they want with the place - grow food, build and work in workshops (**maybe make workshops town buildings instead), raise animals, cook food, make furniture, craft weapons, blah blah blah flesh it all out later.  Probably start with a small very basic place and have to buy more land/find workshop tools/get resources to expand.  Maybe also have the option to let out rooms for players coming through so they have a safe place to recover HP or something.  Players have the option to also go out and find resources with the risk of being attacked by animals/bandits/dragons as applicable.  Or of drowning while fishing or something.

Players can choose to join an existing town, or to start their own.  Towns need a minimum of 20 players to be founded and elections for town leader are automatically done immediately after founding.  First elected town leader gets to name the town (no swear words, would like kids to play too).  Towns are the only way to build certain buildings like markets, taverns, churches, advanced or just large workshops (think carriage-builders, brickworks, glassworks) (maybe basic workshops too).  

The towns work on an advancing scale.  Little town of 20 people has a couple of buildings they can put together, maybe town leader and one deputy positions.  As the town grows, say 30-50-80-120 people etc, more building options and upgrades open up, and more staff positions as well to manage everything.  People do have the option to leave their town and travel to and join another so it is in the leader's best interests to do what keeps people happy.  New elections every so often, either as a council or by position.  This also means that if people don't like their town, they can either band together and create a new town or wait for elections. Town has to maintain minimum population levels in order to retain the use of certain buildings. (Like if you needed 50 people in the town to build an advanced brickworks and 20 people left, you can't use that building any more until you get back to 50 population).

Maybe certain town buildings can also be funded and started by players individually (thinking taverns and churches here) but they have to be popular in order to be financially viable.  Doesn't make any sense to have 10 churches in a town of 20 just because we can.  Can be profitable if popular.  Taverns/churches have an upkeep fee funded by the profits (sales or tithes) and the building falls into disrepair and eventually crumbles if the fee is not paid.  Only the town tavern/church gets to have the town in the name.  Anything else has to be named by the player.  

Potential player routes include farmer, artisan, many different workshops, gatherer of many different resources, trader, builder, warrior, mercenary (defend travelers/traders), bandit.

Would like to see something like this with a TON of different resource options and paths for those resources (like sand -> glass OR brick mud / glass -> window pane OR drinking glass OR decorative ewer OR mirror OR whatever / brick mud -> house brick OR kiln brick OR municipal building brick OR luxury brick etc etc etc)

Throw in some quests/awards for stuff as well.  Trade so many items, make X number of meals, kill X number of fluffy rabid squirrels, get to X level in tailoring.

Would like to see a balance between the once-a-day'ers and the people who like to grind.  Maybe make certain actions "all day" and others clickables.  Or make it so it is slightly more rewarding to keep clicking than to do an all day action (like you can fish all day and get a max of 200 fish for 24 hours or if you were to click to fish every 5 minutes you would get a fish each time so that's a max of 288 in 24 hours).  

Personal skills as well as town upgrades.  You can only make that really cool piece of armor if both the town has that level of workshop and you have the level to do so.

Basically make it as open and player-driven as it is possible to do so in a browser.

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ArcaneJill
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PostSubject: Re: Ridiculously rough draft ideas   Thu Jun 30, 2016 4:11 pm

Another thought while I'm at it... Maybe instead of once-a-day'ers vs grinders you are just limited by action points with the option to re-up your action points by eating food (better food = more action points).

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PostSubject: Re: Ridiculously rough draft ideas   Fri Jul 01, 2016 4:27 pm

Another thing to add (love your ideas so far tbh) instead of towns or individual homes being automatically safe, make it so that you can craft a 'strongbox' that has a limited capacity but where you can store your most valuable items.  You can also then craft things like locks for your doors, bars for your windows, etc. to make your home harder to raid and increase the chances of someone being detected.

Also on the idea of grinders vs once-a-day'ers:  I like the idea of limiting action points and would like to expand on it.  Perhaps by creating an agenda option.  So if you are having a busy RL day, you can go to the agenda and fill in your given slots for that day, including eating, sleeping, getting drunk etc.  If you come back and decide you want to grind more, then you can cancel all unused agenda slots and do what you like with them.  Also, make some activities that benefit the community and not the individual, so if someone wants to gather resources, then that can be used on village projects instead of creating individual advantage.

To balance things out, because I am seeing a village of grinders being stronger than a village of once-a-day'ers, then the strength of a village must be a mixture of village strength and individual house strength.  This way, a mixed ability village has the same chance as either extreme.

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PostSubject: Re: Ridiculously rough draft ideas   Fri Jul 01, 2016 6:12 pm

Anto and I were talking about my ideas yesterday... One thing that came up was that I brainstormed this all with a medieval-to-Industrial Revolution kind of timeframe in mind. But it really could be any timeframe or futuristic or whatever. Just change the resources to something appropriate.

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PostSubject: Re: Ridiculously rough draft ideas   Fri Jul 01, 2016 11:19 pm

Going off one of Bekah's suggestions, I really like the idea of stackable jobs/tasks. I started playing a dumb medieval game in which you cannot stack jobs and it irks me. I don't think I'll be long for that world. On one hand, I like that the tasks aren't literally 24 hours (because who the hell works in their farm or studies for 24 hours straight?...I mean besides people on meth or cramming for finals), but hate that they aren't stackable. Anyhow, that's my opinion there. There could even be a limit to the stack- ten or twenty or so. Plus a person would still have to log in once a day to eat.

I really like the idea of people being able to start their own town, but having a requirement on it. That way there aren't as many towns as there are players. The community aspect is key. Otherwise we may as well just play Sims. To that end, I like that everything requires upkeep. That further enforces the community aspect. My question there would be (and maybe you already answered it and I missed it), where does a new person get plopped in? Is there an NPC town for all newbs? Or do they get randomly generated in a player town that is viable? Perhaps that is one area that the town would have to work on, some 'town center' or something that taxes or some crap would keep it going and attract newborn players. Having a nice town center would be beneficial to the overall health of the town, because towns should WANT new players, not to be closed off. That just isn't inviting to the health of a game.

I really like your ideas. I hope that baby takes lots of naps so they keep coming! Very Happy

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PostSubject: Re: Ridiculously rough draft ideas   Sun Jul 03, 2016 12:01 am

If you don't mind me. . .er barging in, the main problem in that idea is the newbie aspect of it, because noobs gonna be noobs. Rather than making them start solo at "home", make them start at a Admin/AI controled Capital so that they learn the basics and also establish some connection with other player. Think of Dwarf Fortress except in the Capital, they learn what, how and where to get stuff they need to live. After that, send them on mission to explore the world (this would be the real game).

They can go solo or in groups based on who they meet in the Capital. They can be the solitary hunter in the wilderness or build a village of with min of 3. Add productivity bonus or unlock new job as incentive when they build a settlement, to encourage them to build towns. For those who prefer solo, bonus on hunting, foraging, etc. Determine the boundary of a settlement by erecting a town pillar at the center with the settlement boundary basef on the radius around the pillar where certain workshop can be build. Pledge loyalty to the pillar to expand radius. 2 type of radius, one urban and the other rural, so that there's a clear area of where the town is, where the farmland is and the wilderness. Give offering to the pillar to maintain the benefits (so that towns can grow and shrink in accordance with the prosperity of the town). Mayor as the priest of town cult with kingdoms being build by a royal pillar that require several mayor to serve it offerings with the king as chief priest.

In war, it would be interesting as to field archers, they need hunters but to field swordmen, townsmen, assuming they want to maximize the trait of each soldier. Technological progress dependant on the number of towns and citizens in the kingdom (no decline of technological level if they lose population/towns).

As village grow to towns and towns to city, it would reflect how human civilizations grows. To top it all off, set a random event like earthquake or tsunami. Just make sure they can recover from it and they should be fine.
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