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 interac
> 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
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 whateve
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.
At some leve
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 them
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 peopl
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 dif
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
Brendan Lally wrote:
exactly that, buying a pre-built house defeats the point of playing
the sim^W^W with plots in crossfire
Well I won't argue with that since I have no idea what it means or how
you deduced it. I believe if you ask people if the built maps are
superior to the rando
On 9/27/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
> Hmm... that gave me a neat idea, though one very difficult to implement:
> When one makes an upper floor, it mirrors the floor and wall pattern of
> the floor below for it's start.
I reckon the thing to do here would be to say that for upper fl
Anton Oussik wrote:
I agree there, but what happens when you want to build up (or down)? I
guess you place a staircase up (or down), and end up on a new floor,
which is unbuilt, and located above (or below) the previous map.
Hmm... that gave me a neat idea, though one very difficult to implem
I agree there, but what happens when you want to build up (or down)? I
guess you place a staircase up (or down), and end up on a new floor,
which is unbuilt, and located above (or below) the previous map.
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On 9/27/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
> 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 p
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
On 9/27/05, Todd Mitchell <[EMAIL PROTECTED]> wrote:
>
> >An easier method than blueprints, that is being suggested, is to have
> >a building shop sell the occassional 'house in a box' which would be a
> >container with 36 walls (the plots would be 11x11 with the outside row
> >not directly buildab
An easier method than blueprints, that is being suggested, is to have
a building shop sell the occassional 'house in a box' which would be a
container with 36 walls (the plots would be 11x11 with the outside row
not directly buildable, to allow space for entrance and exit) a door,
and a bed to r
On 9/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> What I propose is not too different, but has the advantage of scaling
> better with the number of users, and being more flexible. For example
> you can have a weapons shop which sells things a blacksmith makes.
> Therefore the same player can ow
On 26/09/05, Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 9/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> > The drawback is that players would have to control what the shop buys
> > and at what price - otherwise someone could dump a lot of useless
> > stuff they can not sell on them and make th
On 9/26/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> The drawback is that players would have to control what the shop buys
> and at what price - otherwise someone could dump a lot of useless
> stuff they can not sell on them and make them bancrupt.
I don't think that is the right approach either.
On 26/09/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> > Should the shops etc. not be player-run?
>
> I guess we could have both.
> But then, you'd need to have a drawback for running your own
> shop (high rental fee? need to be there for the shop to be
> opened?), else players could make much mo
On 9/26/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
> At the time of my original post making use of the
> random map generator as well to make landscape details, and choosing
> from several styles depending on what tile one tried to build the plot
> on. That said, blueprints might be nice too becau
> Should the shops etc. not be player-run?
I guess we could have both.
But then, you'd need to have a drawback for running your own
shop (high rental fee? need to be there for the shop to be
opened?), else players could make much money...
Ryo
Accédez au courrier électronique de La Poste : www.la
On 26/09/05, Nicolas Weeger <[EMAIL PROTECTED]> wrote:
> Also could be based on local traffic in shops (ie if magic
> shop gets much commerce, you don't have to pay much to sustain
> it, but if no one comes, then you get to pay a lot, they don't
> want to have too much losses!).
Should the shops et
> The idea of popping up shops is great, and i'd add things like
> roads, post office, and such, too! :)
To extend that idea: for "common" services (bank, shop, post
office, roads, maybe teleporters to other towns?), it would
require a fee to be paid regularly to sustain the service.
Then either a
Nicolas Weeger wrote:
The idea of popping up shops is great, and i'd add things like
roads, post office, and such, too! :)
That said, the issue i can see is about permission in
directories: if game modifies/adds itself the maps, then comes
the issue of physically writing the file, thus requirin
The idea of popping up shops is great, and i'd add things like
roads, post office, and such, too! :)
That said, the issue i can see is about permission in
directories: if game modifies/adds itself the maps, then comes
the issue of physically writing the file, thus requiring write
access to maps su
Not tying down a deed to a space certainly makes it easier. Also
combining building plans with deeds seems sensible, since a player
would know what sort of thing they would want to buy.
If I understand correctly, those deeds (like a tower deed) would only
provide a base building which can then be
On my server I'd like all worldmaps to be buildable.
It would be good to have a setting atleast to allow
the server admin to allow building everywhere.
Look at the text muds. They allow building everywhere.
Also we don't have kings, perhapse players themselves
will become the rulers as in text mud
It seems to me that areas have to be set up that allow building.
After all, the king (or someone) owns all the land, They probably don't want
someone plopping a house down in the middle of their favorite hunting forest.
If this zoning is added, it then fixes the problem of map makers try
A long time ago I started working on something for buildings.
The synopsys is:
You would add a few new arches: a ZONE arch, a special EXIT arch and
BLUEPRINT arch.
Map makers would add zone arches (a subtype of altars) to the maps to
designate where homes could be built, players would go to a sto
Nicolas Weeger wrote:
Hello.
Your ideas about building on land sound fun, let's hope we can
do something on that effect :)
Just a note: if you intend to have land building be part of
game, imo do it totally part of the server code, or do it
totally through Python (or a separate plugin, for tha
Hello.
Your ideas about building on land sound fun, let's hope we can
do something on that effect :)
Just a note: if you intend to have land building be part of
game, imo do it totally part of the server code, or do it
totally through Python (or a separate plugin, for that
matter). Remember Pytho
Anton Oussik wrote:
-When a map maker builds over a land plot entrance, what happens to
the land plot?
Do not allow building over the entrance. That is a silly thing to do
and would only be attempted by accident.
No, I mean, if one builds a land plot somewhere, but then outside of th
On 9/21/05, Anton Oussik <[EMAIL PROTECTED]> wrote:
> On 9/21/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
> > ISSUES:
> > -Where should land plots be buildable?
> I would say allow anywhere, on world map, but not in a city.
This ties into the building over an entrance problem. Basically you
re
On 9/21/05, Alex Schultz <[EMAIL PROTECTED]> wrote:
> ISSUES:
> -Where should land plots be buildable?
I would say allow anywhere, on world map, but not in a city. I would
also introduce some sort of land tax for every plot you have built up.
Also when you first build on the plot, you "buy" it
# -When a map maker builds over a land plot entrance,
#what happens to
#the land plot?
Land plot is deleted? (It's a tough world out there :)
)
--- Alex Schultz <[EMAIL PROTECTED]> wrote:
> Hi,
>
> For a while I've been hearing on and off about
> people thinking about
> making buildable land
Hi,
For a while I've been hearing on and off about people thinking about
making buildable land plots in bigworld. I'm not sure who to credit for
the origional idea, but I've taken some time to plan out one possible
way of doing it. Here's the steps to buildable land plots according what
I've
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