I know I should post screenshots (or die) but I wanted to ask some of you for your opinions on playerworld dynamics.
I am planning a new playerworld, using normal flat tiles like the classic but with some NPC elements to aid in a 3D look, the goal is pretty much to create a very dynamic world where everything can be done in character, from building castles, houses, keeps, fences, new mines, taxing peasants, becoming a god, etc.
What do you all think of these ideas for life/death stuff?
A) death results in loss of exp/stats, stats can be regained with spells, which cost money to have performed.
B) death is final, character looses everything, but death does not occur until you hit -50 health. A hit of -10 leaves you knocked out, and -10 or more leaves you dying and in need of being bandaged so you can rest.
Bandaging returns you to 0, and you wake up in a few minutes with 1 health.
C) Death is different depending on peaceful/battle mode, such as a combo of the above.
The thing I like about B is it promotes team playing, because going off on your own is more risky.
Also, if death is final, you could come back as 'playername II or III' etc, or in any event continue the 'line', inherit whatever was not lost, if the body is not recovered that is.
This would be a problem if people die of lag and stupid things like that though, stats would have to be stored so restores could happen, but then lag needs to be tracked.....hmm, what do you all think?
On punishment, I want to try to implement some good 'exile' and 'store-banning' things for theivery etc.
Some of the little ideas include things like townships, building upkeep, so they don't deteriorate into ruins (which then would attract monsters, etc). Kingdom's with civil war capacities, lots of stuff. Any words of the wise who know better than to try this?
I'm new to Graalscript, so I don't know the coding limits too well yet, but I've been programming for a long time now, so we'll see how it goes... |