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Cathal's Blog

Well, I was sitting around one day and I figured, I may as well start up a blog. Were you expecting something more?

Author: Cathalaode

My ideal MMORPG (pt1)

Posted by Cathalaode Monday October 8 2007 at 2:09AM
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See, I can follow trends too. I've seen a couple of these kinds of blogs going around. So I figures I'd hop on the band wagon. A good portion of this logic also has to go to me thinking "What better way to get across a little about me on an MMO site than to say what my ideal mmo is?" though.

This is going to be a multiple part (I haven't decided how many) series, going with one major point at a time. As for this first one, you may have read my thread about it, it died pretty quick though. I'm putting this point first though because it's what I based my entire ideal around. Hell this might even be too big to fit into an MMO. This time around it's more fleshed out as well. So here's part one whether you like it or not.


 Sorry for it being so long, the others are shorter.


PvP Key Zones

            The entire game world would be divided up into objective based areas. Those areas would include cities, towns, and extra regions. They will all have key features that you need to capture. There are multiple ways of gaining these, such as buying them or taking them through force. The way in which you take the location changes the amount of influence you gain from it. Influence radiates outwards, the more you have the farther it pushes. If your influence takes over most of the zone, it belongs to you.

At first, all of the world will be divided into extra regions. Some of which will be available to be turned into cities or towns. Others will be forced to stay the same, but they will be very large. Extra regions will contain resource nodes, which are required for taking the zone and acquiring resources. Extra regions will have no other advantage, except for expanding your borders. One faction can have as many extra zones as they can manage.

Secondly come the towns. They will have a few key points, but with little real value. An example of this is, if you take the town hall you can change the laws, or if you take the armory you gain control of all the weapons and armor. Towns provide a steady income of money for those that control the area. To capture a town you have to take all or most of the key points, including the town hall. Towns spread influence into the extra regions. One faction is limited to having five towns.

Lastly come the cities. They are basically several towns divided up into one. Cities are divides into districts, which are decided by the concentrations of NPC activity. If an area has a large quantity of stores or merchants, it becomes the merchant’s quarters. If it has a large dock, and has many ships delivering goods it becomes the harbor district, and so on. Each of these districts is divided into several key locations, such as the docks, the guards’ post, or the inn. These have generally the same effects as their town equivalents, but will work on a larger or smaller scale, based on what it is. Taking a city spreads influence outwards into nearby towns and extra regions. One faction is limited to having three cities.

            All key locations can be sold in the name of the governing body, to another faction. For example, an inn can be run by a smaller faction, while still being owned by the faction from whom it was sold. A small company can control a lumber mill in an extra region, with it still belonging to the main government. Or a city can be run by another faction, while still belonging to the main faction. One faction can work this way within multiple other factions’ borders.

            A faction could also work subtly, within a city, town or extra region. To do this, they would have to set up a secret base in one of the buildings, and gain influence through secret means. Their influence wouldn’t show up to a faction who did not know that the influence was being gained. For example, if a group of thieves set up a secret base and bought off a lot of the guards, they would be gaining influence in the district and the original owners would not be able to tell that it was happening, unless they specifically looked into it.

  1. World
    1. Cities

                                                               i.      Districts

1.      Examples:

a.       Harbor District

b.      Merchant District

c.       Guard District

2.      Key Locations

a.       Examples:

                                                                                                                                       i.      Light House

                                                                                                                                     ii.      Barracks

                                                                                                                                    iii.      Tavern

                                                                                                                                   iv.      Fortress

                                                                                                                                     v.      Prison

                                                                                                                                   vi.      Bazaar

    1. Towns

                                                               i.      Examples:

1.      Any village

                                                             ii.      Key Points

1.      Examples:

a.       Inn

b.      Town Hall

c.       Armory

    1. Extra Regions

                                                               i.      Resource Nodes

1.      Examples:

a.       Forest

b.      Quarry

c.       Fields

                                ii. All areas outside of towns and cities are divided equally into extra                                         regions


Why yes this was typed in Microsoft Word, as are points 3-5 already.

vajuras writes:

Awesome yes the force is strong with you keep'em coming I've linked to this blog. I really love the complexity that exists here. You have given us something to fight for and benefits for maintaining ownership. Plus, if we dont want to deal with the day-to-days economics we can sell the area brilliant work!

Yes nice concept of a secret base there too reminds me of Dark Brotherhood from Oblivion. It is here where stolen items can be hidden but if we're discovered the government will take our items or if we fail to buy off the guards.

Mon Oct 08 2007 8:13PM Report writes:
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