Difference between revisions of "MRPG Player Housing"

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Bound items will be able to be recovered, but not equipped. They can be sold to vendors or broken down for use in crafting.
 
Bound items will be able to be recovered, but not equipped. They can be sold to vendors or broken down for use in crafting.
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Decaying houses will not actually collapse. Rather, they will age and become deralict, and mobs will begin to spawn in them. The house will open and mobs will spawn even before the player actually looses control of the house(and any items stored within it) if they do not return to preform regular maintenance. Therefore player cities that become abanoned will be invested with vermin, thus making them popular adventure destinations.
  
 
==Player Cities==
 
==Player Cities==

Revision as of 07:48, 14 October 2012

Players will have the ability to purchase land in designated areas and construct houses. To do so, they will need to gather materials from the surrounding area and also pay various fees and purchase specific items. Fully-functional per-frabricated houses can also be purchased.

Land and anything on it is owned by the player(the account) and not be individual characters. Hence, any character on the account may freely access all accouterments and facilities.

Rentals

Within cities, players can rent rooms, apartments, or even whole buildings for a montly fee paid in in-game currency. If the player fails to pay his rent(such as if they have stopped playing the game and no longer log in) the unbound contents of their property will be auctioned off, much as the storage auctions on Storage Wars.

Owned Structures

Individual Houses

Player houses will have to be 'refreshed' every now and then, or they will decay and fall apart. However, houses can be refreshed simply by the player logging in under the character who owns the house every so often, they need not necessarily return to the house.

Guild Halls

Guilds will mainly focus around the skyships, but guilds will be able to construct permenant guild halls with various amenities and even an airship dock.

Guild halls need only have active guild members to remain refreshed, so when the guild goes dead they will eventually decay and fall apart.

Decay

When houses crumble, any unbound items stored within them can be found in the rubble and looted(this includes money). The rubble itself can also be looted for building materials to be recycled in other projects.

Bound items will be able to be recovered, but not equipped. They can be sold to vendors or broken down for use in crafting.

Decaying houses will not actually collapse. Rather, they will age and become deralict, and mobs will begin to spawn in them. The house will open and mobs will spawn even before the player actually looses control of the house(and any items stored within it) if they do not return to preform regular maintenance. Therefore player cities that become abanoned will be invested with vermin, thus making them popular adventure destinations.

Player Cities

A series of "player cities" will be built, that is cities that have no real planning and are basically made up of a lot of purchasable land. No roads, no bridges, just open area for the players to build on. Transport to and from the city will rely on players building publicly accessible portals.

Large guilds may choose to buy up and build entire cities for themselves, or resell plots of land to other players. A large, powerful guild might even be able to plan out it's own city.

Players rich enough will be able to build massive multi-room structures and proceed to rent them out to other players. Yes, only in this sword and sorcery fantasy game can you become an apartment building manager or an urban planner.

Tombs

Tombs(required for reincarnation) are technically built on land a player owns. if the player does not maintain their land, the tomb becomes permanently sealed, and the funerary temple crumbles.

See Also

Mage Wars RPG