Post by Roy on Aug 1, 2010 17:57:37 GMT -5
Feel free to post your own here. I'll post mine on the RS forums eventually.
First, a practical approach to player-owned cities:
- For the purpose of this explanation, forget everything you know about POHs.
- A city founder chooses from an a few different pre-made city layouts. Each layout has specific slots where specific buildings can be constructed.
- The founder is automatically selected as the first mayor. He/she can kick people out of the city for any reason.
- The mayor can pass the job off to someone else whenever they wish.
- There should be some way of automatically selecting a new mayor if the current one is not active for a long time. Possibly a vote from city residents.
- Buildings have no hotspots within them to build furniture. Instead, everything is prebuilt.
- The idea runs on the concept of "operators", or players who chose to improve a single building.
- A player is designated as the first operator of a building if the construct it.
- Each player can only be an operator of 1 building.
- Buildings can have multiple operators, but there is a limit.
- Each additional operator for a building unlocks more features for that building.
- If a building has its maximum number of operators, a player with a higher level in a certain skill (depending on the building type) may replace another operator with a lower level in that skill as an operator.
- More building types are unlocked as the city population increases.
- The city building limit increases as the city population increases.
- A player may only become a citizen of a single city.
- Cities would be accessed through portals (much like POHs), but these portals would be in different locations than the POH portals.
- A list of active cities within a portal can be accessed by anyone (not just citizens) from the city portal itself. From this list, they may enter any city. (Active meaning there is someone already in the city). This is to deter bots and make cities more active.
Building examples:
TREE GARDEN
Requires woodcutting, farming, and construction levels.
A fenced-in area containing 3 tree patches. Each tree patch is controlled by a single operator (ie. what is tree is planted in it; when the tree is removed). Unlike normal tree patches, full-grown trees here are visible and cut-able by everyone in the POC.
SMITHERY
Requires smithing and construction levels.
A building containing a furnace and anvil. A second operator will unlock a smithing-oriented shop. Additional operators expand the content of said shop.
FARM
Requires farming level and construction levels.
A small building with an adjacent chicken pin and cattle pin. Initially only containing one of each animal, additional operators will add one more of each. Also contains a single allotment patch (non-public, unlike the trees).
Some random dungeoneering ideas:
Some other skill addition ideas:
I intend to post all of these on the RSB suggestion board eventually, but I need to rewrite them into a more readable format.
First, a practical approach to player-owned cities:
- For the purpose of this explanation, forget everything you know about POHs.
- A city founder chooses from an a few different pre-made city layouts. Each layout has specific slots where specific buildings can be constructed.
- The founder is automatically selected as the first mayor. He/she can kick people out of the city for any reason.
- The mayor can pass the job off to someone else whenever they wish.
- There should be some way of automatically selecting a new mayor if the current one is not active for a long time. Possibly a vote from city residents.
- Buildings have no hotspots within them to build furniture. Instead, everything is prebuilt.
- The idea runs on the concept of "operators", or players who chose to improve a single building.
- A player is designated as the first operator of a building if the construct it.
- Each player can only be an operator of 1 building.
- Buildings can have multiple operators, but there is a limit.
- Each additional operator for a building unlocks more features for that building.
- If a building has its maximum number of operators, a player with a higher level in a certain skill (depending on the building type) may replace another operator with a lower level in that skill as an operator.
- More building types are unlocked as the city population increases.
- The city building limit increases as the city population increases.
- A player may only become a citizen of a single city.
- Cities would be accessed through portals (much like POHs), but these portals would be in different locations than the POH portals.
- A list of active cities within a portal can be accessed by anyone (not just citizens) from the city portal itself. From this list, they may enter any city. (Active meaning there is someone already in the city). This is to deter bots and make cities more active.
Building examples:
TREE GARDEN
Requires woodcutting, farming, and construction levels.
A fenced-in area containing 3 tree patches. Each tree patch is controlled by a single operator (ie. what is tree is planted in it; when the tree is removed). Unlike normal tree patches, full-grown trees here are visible and cut-able by everyone in the POC.
SMITHERY
Requires smithing and construction levels.
A building containing a furnace and anvil. A second operator will unlock a smithing-oriented shop. Additional operators expand the content of said shop.
FARM
Requires farming level and construction levels.
A small building with an adjacent chicken pin and cattle pin. Initially only containing one of each animal, additional operators will add one more of each. Also contains a single allotment patch (non-public, unlike the trees).
Some random dungeoneering ideas:
1.) A resource bank in the main room. It basically allows any players to deposit items they have collected and withdraw them when needed. This will make storing items less troublesome, since they won't have to be dropped in piles on the floor.
2.) "Secret" bosses at the end of a path of non-required rooms. Defeating these would give a solid dungeoneering XP & token reward that is not calculated into the final floor score. These extra bosses would not count against the floor score if undefeated.
3.) Longbow sights should be usable on comp bows.
4.) An on-screen display showing your teammates health and class.
5.) An on-screen button to open the class ring menu quicker.
6.) The medic class ring isn't very useful when snared or frozen, which is often the case. It would be nice if each additional tier allowed you to heal another player from another square away.
7.) Familiars should automatically rematerialize next to the player when the player enters a new room.
2.) "Secret" bosses at the end of a path of non-required rooms. Defeating these would give a solid dungeoneering XP & token reward that is not calculated into the final floor score. These extra bosses would not count against the floor score if undefeated.
3.) Longbow sights should be usable on comp bows.
4.) An on-screen display showing your teammates health and class.
5.) An on-screen button to open the class ring menu quicker.
6.) The medic class ring isn't very useful when snared or frozen, which is often the case. It would be nice if each additional tier allowed you to heal another player from another square away.
7.) Familiars should automatically rematerialize next to the player when the player enters a new room.
Some other skill addition ideas:
Agility:
- Underground caves for traveling vast distances on foot.
- Equipment that increases the maximum energy by a bit and reduces fail damage by 10, 20, or 30 HP. Jogger's Amulet (25 pyramid laps) -> Runner's Amulet (25 werewolf laps) -> Sprinter's Amulet (25 cave goblin laps)
Herblore:
- [Topical] Medicinal plants.
- Herblorist Gloves, which have a chance of cleaning multiple herbs at once.
Mining:
- Archaeology. I should expand on this further. >.>
Firemaking:
- Plants that can be burned to have various temporary effects on NPCs (such as making them avoid the user, attracted to the user, non-aggressive, etc)
- Flame boots, restores drained stats more quickly when standing near (or in) a fire.
Construction:
- Benefits for better furniture (more portal destinations, small agility XP for using stairs, healing effects for lit fireplaces).
- Ability to buy and upgrade certain buildings (outside of POHs)
Runecrafting:
- High level ability to empower mystic elemental staffs so that they give a +10% magic damage bonus (untradable). Earth at 70, water at 73, fire at 76, air at 79, mud at 82, steam at 85, lava at 88, and the other levels reserved for potential air-combo staffs.
- Underground caves for traveling vast distances on foot.
- Equipment that increases the maximum energy by a bit and reduces fail damage by 10, 20, or 30 HP. Jogger's Amulet (25 pyramid laps) -> Runner's Amulet (25 werewolf laps) -> Sprinter's Amulet (25 cave goblin laps)
Herblore:
- [Topical] Medicinal plants.
- Herblorist Gloves, which have a chance of cleaning multiple herbs at once.
Mining:
- Archaeology. I should expand on this further. >.>
Firemaking:
- Plants that can be burned to have various temporary effects on NPCs (such as making them avoid the user, attracted to the user, non-aggressive, etc)
- Flame boots, restores drained stats more quickly when standing near (or in) a fire.
Construction:
- Benefits for better furniture (more portal destinations, small agility XP for using stairs, healing effects for lit fireplaces).
- Ability to buy and upgrade certain buildings (outside of POHs)
Runecrafting:
- High level ability to empower mystic elemental staffs so that they give a +10% magic damage bonus (untradable). Earth at 70, water at 73, fire at 76, air at 79, mud at 82, steam at 85, lava at 88, and the other levels reserved for potential air-combo staffs.
I intend to post all of these on the RSB suggestion board eventually, but I need to rewrite them into a more readable format.