Re: [crossfire] Buildable Land Plots

2005-09-28 Thread Nicolas Weeger
   At some level, also have to decide how far this goes.
IMO, at its heart,
 crossfire is an adventure type game, not a sim.  The issue
being that we
 probably can't be as good as a sim as a game dedicated for
that purpose.  I'd
 suggest getting the basics done first and worry about some
of the likely less
 used things later (subcontracting buildings)

I totally agree. Let's do the basics first, then we'll have
fun extending :)

Sometimes it's good to be real ambitious, but sometimes it's
better to do step by step.

Ryo

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Re: [crossfire] Buildable Land Plots

2005-09-28 Thread Brendan Lally
On 9/28/05, Alex Schultz [EMAIL PROTECTED] wrote:
 would enhance crossfire as a MORPG, because:
 1) It increases player interaction by giving customizable maps that one
 can invite others into without having to bother with guilds and their
 storage rooms and such. IMO increased player interaction is something
 crossfire is in need of.
 2) It plain gives players more to customize, which is a positive thing
 when it neither unbalances the game nor changes the genre

You forgot a third one, it gives players something to do with all the
money that they can currently collect. Currently there are ways to get
money (alchemy  dungeon crawling) which work ad infinitum, however
the existing ways of spending money (slot machines, apartments,
equipment) is fairly limited, so that, after the first million
platinum or so, there isn't a whole lot to spend money on. However
introducing a status element that can require vast expenditure, should
be a nice way to take money away from the fool^H^H^H^H rich. -
especially if there are enough glitzy things that can costs tens of
thousands of platinum each (like mikee's coloured tiled floors in
constructor form)

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Brendan Lally
On 9/28/05, Todd Mitchell [EMAIL PROTECTED] wrote:
 I believe if you ask people if the built maps are
 superior to the random maps, you would hear that players like the built
 maps better.

I'm not quite sure your image of what is being described, and what is
attempted to being described quite match up.

we are talking about random maps yes, but random mostly empty maps.

you might well have a map that looks like (in rogue style graphics...)

...
...
..T...T
.TT
..R.
...
...
.~~
T.B.~
..~

I've probably miscounted the width of some of those lines, but assume
they are all the same width
(T - tree B - bush R - rock ~- water)

and every square would have can_build 1 on it


 Since most players aren't into making maps - perhaps they
 may find it a bit hard or at least annoying to have to build things

They would be using constructors, not the map editor.

 and
 they might like to buy something like the guild houses with things like
 trophy rooms, pet kennels, guest rooms and other special areas.

They are already available in several towns throughout the game world...

 At
 least with house templates you can have these nice features and make fun
 quests for players to access them.

You can have nice constructors and have quests to access them too (for
example a stone wall constructor, or a metal door constructor).

 For personalization, well you can
 add many rooms that are buildable to the different  house templates.
 Also the blueprints/templates way is an easy way to set different house
 styles on the map (houses, long houses, keeps, castles, guilds,
 temples...) to represent the building

This is true, I'm not sure if there is a nice way to do this.

 and a good way to set the starting price.

Well, I was thinking to charge by plot (abuse the town portal marker,
so that if it points to a valid plot square you 'ask' for that one),
and charge based on proximity to entrances, roads etc

although then all the constructors would have their own price, so a
bigger buliding, would need more constructors than a smaller one.

 Nothing stopping you from coding up a storm in any case, I'm sure you
 have ready counter-arguments to this post.   I will upload the templates
 I worked on before so they are available in any case.

Excellent, if nothing else, they will give a good idea of how to
balance the building shop treasure lists to avoid any of the standard
items (walls, doors, wooden floors) being too rare.

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Anton Oussik
It seems there are two camps here: the Players should build their own
as it is a fun thing to do and  players should get a pre-built map
as it will make their life easier.

I will propose a third, contradictory method, which sits in between,
and will probably get ignored, as it will be more difficult to
implement, but here we go anyways.

A player buys a plot, and it starts off randomly generated. They can
build the house themselves, or get themselves a house by contracting
another player to build it. Something like construction skill would
need to be introduced, so people can be professional builders and gain
levels by offering their services as builders. Being high at the skill
should probably decrease material cost to them, and maybe open up
better construction materials (eg lvl 10 can make windows, at 20 you
can place doors, at 20 stairs, and at 50 can build complex connected
things).

This way, a player not interested in construction can stay away from
it, and for a player interested in architecture design will have a
purpose in building things, and will want to get hired if not for the
money, then for the ability to gain xp building the house.

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Brendan Lally
On 9/28/05, Anton Oussik [EMAIL PROTECTED] wrote:
 A player buys a plot, and it starts off randomly generated. They can
 build the house themselves, or get themselves a house by contracting
 another player to build it. Something like construction skill would
 need to be introduced, so people can be professional builders and gain
 levels by offering their services as builders. Being high at the skill
 should probably decrease material cost to them, and maybe open up
 better construction materials (eg lvl 10 can make windows, at 20 you
 can place doors, at 20 stairs, and at 50 can build complex connected
 things).

I like this idea, but like you say, it is difficult to do, especially
with the way constructors work currently.

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Alex Schultz

Anton Oussik wrote:


I will propose a third, contradictory method, which sits in between,
and will probably get ignored, as it will be more difficult to
implement, but here we go anyways.

A player buys a plot, and it starts off randomly generated. They can
build the house themselves, or get themselves a house by contracting
another player to build it. Something like construction skill would
need to be introduced, so people can be professional builders and gain
levels by offering their services as builders. Being high at the skill
should probably decrease material cost to them, and maybe open up
better construction materials (eg lvl 10 can make windows, at 20 you
can place doors, at 20 stairs, and at 50 can build complex connected
things).

This way, a player not interested in construction can stay away from
it, and for a player interested in architecture design will have a
purpose in building things, and will want to get hired if not for the
money, then for the ability to gain xp building the house.

Well, even if a construction skill wasn't implemented, the constructing 
players could still make a profit in money or traded items, and because 
the cost of building lots is high, they would be gaining in bargaining 
skill if they have that as well.  Because of these factors, such 
behavior could potentially evolve from the social dynamics of crossfire 
anyways. Perhaps something like a central advertising area for one 
wanting a house built, and those willing to build, could be added to 
encourage this.


Alex Schultz

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Re: [crossfire] Buildable Land Plots

2005-09-27 Thread Alex Schultz

Mark Wedel wrote:

 Well, I'd be in the camp that I want to buy my house prebuilt - I 
don't want to have to fiddle with putting walls down, doors, etc.  But 
having a spot as a starting point could be nice.


 OTOH, I suppose the counter to that could why not just the scorn 
apartments or whatever.


Whereas I would personally want to build it completely from scratch. 
IMHO it would be best to make both options available, with pros and cons 
to each, and I think that the main difference is the prebuilt ones could 
cost more to account for the materials cost.
Even the blueprints ones do have uses other than the apartments do 
though, because one can invite others into it.
Really, my counter is that IMHO building from scratch more fun, but 
really that's a rather personal thing. I have absolutely no problem with 
blueprints, so long as building from scratch is still available, and the 
pros and cons of each are properly balanced.


 At some level, also have to decide how far this goes.  IMO, at its 
heart, crossfire is an adventure type game, not a sim.  The issue 
being that we probably can't be as good as a sim as a game dedicated 
for that purpose.  I'd suggest getting the basics done first and worry 
about some of the likely less used things later (subcontracting 
buildings) 


Indeed, which is why I'm personally starting step by step, starting with 
just working on the 'template maps' I've outlined in this thread. In 
terms of an adventure vs. sim, I feel that buildable plots in some form 
would enhance crossfire as a MORPG, because:
1) It increases player interaction by giving customizable maps that one 
can invite others into without having to bother with guilds and their 
storage rooms and such. IMO increased player interaction is something 
crossfire is in need of.
2) It plain gives players more to customize, which is a positive thing 
when it neither unbalances the game nor changes the genre


In terms of things like contracting, I think that should be left to 
evolve from the social dynamics of the game, and therefore, if the 
players want it, they can get it, and if the players don't find it 
important then it won't float around without necessity.


Really, a significant amount of the people who prefer MUDs to crossfire 
prefer the MUDs because of customizability elements such as this.


Alex Schultz

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Re: [crossfire] Buildable Land Plots

2005-09-26 Thread Alex Schultz

Todd Mitchell wrote:

What is the difference here? - a 'house in a box' would be a blueprint 
too, no?  The point being made is that the store would sell a 'token' 
representing a building template the player would like to be built on 
site - the templates tells the apply invocation which maps to create 
and link to the exit it creates. You could call it a 'house kit' a 
'blueprint' or even a 'doggydoo' if you like - you would need an arch 
to implement it in any case.


I believe what he meant by a 'house in a box' is rather different. As I 
understand, he just means a nice package of buildable parts to start a 
house with from scratch so you don't have to forage around the few small 
building shops there currently are when you first build it.


Also I am not sure what a 'global unique map' is but I was under the 
impression that to instantiate a building from a blueprint you should 
write a copy of the appropriate map (a committed template in the 
maps module) to the *var/maps* directory.


What I meant by 'global unique map' (which was a bad term), is new class 
of map similar to unique maps and overlay maps which would be better to 
call 'template maps'. Storing in var/maps would not be appropriate, 
because this is where overlays are stored, not complete maps based off 
of a template, so they should have their own directory in var, which 
wouldn't be restricted to land plots, as I intend the template maps 
feature to be potentially useful for other parts of crossfire too.


Also, you seem to be missing another part that IMO is important:
-That I also plan to make is possible to make unique, and template, maps 
using the a map generated from the random map generator as a template.


I believe this is how/where the weather code generates and stores the 
modified world maps with the weather effects.  Building a house from a 
template should be as simple as grabbing the slaying field from the 
blueprint object to find the templates directory (e.g. 
/templates/house1) containing the maps in the template, replacing the 
return exit coordinates and perhaps some inventory checkers (set 
slaying to match a marker in the player's inventory so they can access 
their vault and trophy rooms) and then writing the new maps to the 
var/maps folder and poping a unique exit object on the world map on 
the zoned tile(s) the blueprint was invoked on.  Naturally the map 
templates contain buildable areas, however even an 'empty' entirely 
buildable map would require a template since they would need a map 
size and return exit in the very least. 


IMHO, you seem to be missing what to be would be a significant part of 
the fun of land plots: Building the house from scratch, though it might 
be nice to have a prebuilt blueprint for when you don't want to spend 
time building details. However in my opinion, building from scratch 
*should* be the primary way of building, with the blueprints just as an 
alternative.


Using the feature I'm describing above with using the random map 
generator, I feel more depth could be added to the land plots by making 
the random map generator randomly make little landscape details here and 
there that are different in every plot.  In my opinion, if blueprints 
were encouraged as the primary method of making land plots, then too 
many would look too alike even with player modifications, which defeats 
a large part of what I think would make land plots so great, which is 
that every player's plot would be unique to them and of their own 
design. Such customizeability is something that I feel helps to make a 
great RPG. Sure you could encourage blueprints and have empty as an 
alternative, but I feel that the land plots may be somewhat dull if the 
blueprints become the primary way of making them as opposed to empty 
ones generated by the random map generator and built completely by the 
player.


Alex Schultz

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