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Instanced playfield with guild cities
1) Current cities out in the 'non-instanced' playfields will remain as they are - and will still be 'premium' plots in terms of easy access and 'looks'. 2) Create a playfield that has 2 or 3 'clusters' of cities. Make it instanced. Playfield map requirements should be set -very- low, and no wildlife in the zone. Set up a series of game mechanic 'rules' controlling access to those playfields and the cities within them: 2a) Design all city clusters to be identical(but individual plots can vary), with room for all buildings and a layout that is proven free of 'pathing' bugs. An instanced cookie-cutter 'bedroom community' essentially. 2b) Unguilded people cannot enter the 'bedroom community' instanced zone, unless teamed, in which case they zone according to rule 2e below. 2c) Guilded people whose guilds do not own a city will be zoned into a instance with plots available for lease. 2d) Guilded people whose guild owns a city in the 'bedroom community' will automatically zone into the instance where their org city is. Of course, they can also access the city and that zone from the grid. 2e) Teamed people will be zoned into the instance which contains the city owned by the team leader. Teaming overrides Guild affiliation. If the team leader does not belong to a Guild that has a city in the 'bedroom community' zone then team members will be individually zoned according to the rules 2b,c, and d above. ie, said team leader in this instance can't get in as long as he is team leader. Controlling whose city a team is going to can be manipulated merely by who is designated to be the team leader. Warping by engies will be allowed. Market Sales: When someone using GMS locates an item that is in a shop in the 'bedroom community' zone, they will have the option to access that booth from their current location w/o traveling to that city. This works as a small compensation for the other shortcomings a guild has to bear for having their city located in this zone. Plusses, Minusses, and Observations: Plusses: Groups of like-minded Guild leaders can team and enter a zone together to buy up adjoining plots to allow for 'rotation' raiding. If a team of 5 leaders enters together they should be zoned together into an instance which has at least 5 free plots. Cities will have no 'pathing' issues with aliens since Funcom will have laid out plots in a design that avoids any potential for aliens to get stuck on the buildings that can be placed near the ship-CC route. Buyers will not have to travel to the city to buy items from the market.
'Window shopping' will not be generally possible, Only people whose Guilds have cities in the same instance or are brought in by the above-listed mechanics will be able to browse the shops of the cities in that instance.
~\_/~\_O |
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4/16/09 1:25:28 PM#2
Actually, it's coming next patch:
An 18.1 Preview from Macrosun (All Hail!): 18.1 code features sneak peak/preview: Here's a short preview of code-related changes in 18.1:
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