Mining, Tukkav, and Others
Just a bunch of random questions I have.
- How tall are Tukkav, generally? And I've noticed their feet (in the art) are actually feet without opposable thumbs. Are all Tukkav going to follow this, NPC-wise?
- Is there going to be a mining-oriented ship at all? With special features that are only used to actually mine?
- Is the mining only going to be player done? IE, a player has to pilot a ship to a planet or asteroid and mine? I know in Achaea, players set up mines and hire NPC miners and warriors, are we going to be able to do that same here?
- With ships, are we going to be able to employ NPC ships to protect our own for a higher cost than if we had a player do it?
- More on protection ships - if we're able to have a storage ship bring back comms that was mined to storage spaces, would it be possible to employ NPC ships to protect those? Basically, huge mining convoys are what I'm talking about I'm trying to figure out how a mining empire would be run, mechanics wise.
- Are we going to be able to customize the interior of our ship? Like in Achaea, you'd pay 1k gold to set the house description of a room in the subdivisions.
- Are there going to be subdivisions in the cities?
- Are we going to be able to colonize planets, if there are planets? Like, set up our own storage spaces, buildings, NPC shops, etc. I'd imagine this would be very costly and require a lot of oversight, though.
1
Comments
(would be my preference, at least.)
Would rather not have manses/estates again.
So like you have an exit in Scrapston in the Ascendancy that leads to potential homes. Standing in that exit and like PURCHASE and/or LEASE PROPERTY NW gives you that exit and spawns a room similar to subdivision housing. Being Scrapston, you now live in a one or two room shack, max. Still able to be broken into. It would have some regular upkeep costs to keep the location, otherwise you lose it, so people can't just buy up property and go dormant and disappear and take up all the available housing. (If you were to lose it, you might be able to port the house later, IDK, rough idea.)
Either way, subdivisions suck. They don't fit in with the rest of the game, you're basically in a wilderness map and they don't line up with the city at all. This is a chance to fix all that, while keeping in mind that some people are gonna wanna break into your house and steal all your stuff cause you weren't careful enough to protect it.
BEST OF ALL WORLDS.
Edit: It'd also help keep houses from piling up. I really hated when all the best locations were taken by people forever dormant and guys looking to get into housing for the first time had to live aaaaalll the way in the outskirts on the dusty plains and stuff.
Better yet, use essentially the MKO model, except without being able to restrict estate privileges or have unpickable locks (so that they are not impenetrable fortresses, but might still be fairly hard to get through, through things like hidden exits and the like). There would essentially be a housing district accessible via housing directory with unlimited number of estates connecting to these rooms (with 1 estate directory room per town), and you can roleplay which part of the city your estate is actually in. These houses were not taxed, needed no upkeep, and had a flat fee per room with extra charges for doors, furniture and the like.
As far as large mansions go, if you are the owner of a successful intergalactic asteroid mining company or some such, splurging on a mansion makes perfect sense to me, it all depends on who your character is.
This could also open possibilities if there are attempts to avoid paying taxes, leading to increased chances of either PvE mechanics or possibly PvP thievery (depending upon how it was handled). Shops in Midkemia technically were more liable to theft if taxes were unpaid but it never really seemed to pan out quite right as far I ever heard.
I'd like to reiterate that I'm not a fan of estates (or similar) which are nearly or completely impregnable.
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
Theft is a very difficult issue in multiplayer games.
(That was one of the things in Achaea that I found very true with House estates for the most part. In an attempt to keep the estate secure (especially when mobs were the target of org griefing and when shops/shopkeepers weren't made house-exclusive for selling items, then the house was almost never used, even when hang-out areas were made in a purposely less-secured part of the estate.)
Jin
VOTE FOR STARMOURN
if there's no kittens in space
I'm going on a rampage
TectonToday at 2:17 PM
They're called w'hoorn, Groot
sets out a saucer of milk
Part of the reason I like something that's org owned and potentially mapped is because you can have the feeling of community, rather than hundreds or thousands of manses all connected to one spot, you actually have neighbours. It's also potentially got a lower bar for entry if newbies can get tiny little apartments that let them start out with something before trying to move out into a better home.
Sure, maybe you have some really high end type things which move outside that system but that's also more impressive in comparison.
Making people want to go to homes is another thing though, I personally think a combination of mini-games, convenience, and other benefits is the answer there.
Like my house in ffxiv has plants to take care of, vendors, mailboxes, storage, etc. My BDO ones can give some buffs and have some system around decorating.
Being able to manage stuff more conveniently could also be a reason to get involved in housing and invest in it.