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Think Tank

This section is where I will post some ideas that I have for the new game in an attempt to flesh them out. Players are also welcome to post about things they would like to see changed from the first FMO or, once more information about FMO2 is available, various ideas or suggestions they would like to see implemented there.

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Luap

Knight
336 posts
Jul 23, 2010
10:34 PM



   Cities
What about the city or town as the focal point for the game? Besides leveling themselves up, characters can improve the city they live in. This brings in benefits for the characters who live there (e.g. libraries improve the skill of mages).

Cities would also be granted quests. Monsters can attack. Monsters Lairs can be found and invaded. The citizens would group and complete the quest, and the city (and players) will prosper.

They could also hold pools of NPC's. Players would make friends with NPC's through particularly heroic tasks, or slowly befriending a quest giver. They player would have X slots (3? 6?) they could fill, and to add any more they'd have to release one into the city. There'd probably be a main character you couldn't kick out.

This would make it possible for the player to choose different classes to match the available groups. It'd also make larger battles possible, where the player controls multiple units (sort of a tactical rpg scale?). I think there's a lot of good fantasy events that work better on a slightly larger scale (dragon combat, sieges, invasion of monster lairs).




There's nothing 25 skill points of fire magic and a fire pillar spell can't fix.
Nicholas

Paladin
1033 posts
Aug 6, 2010
5:46 PM



   Re: Cities
Sorry I haven't been around for a while. Unfortunately real life stuff, like work, comes first. And I have a business related project I'm also working on that's been demanding my attention lately. I may not be able to get back to FMO2 for a couple more weeks yet.


You sort of read my mind with this comment. I was considering bringing the planned castle system of FMO1 forward and using it to allow guilds (or maybe single players) to effectively create 'cities'. All non-player towns would actually be designed and built the same way and then just assigned to a dummy 'system' user. Towns would be designed by defining which squares in a large grid were zoned for each type of use (with special ones for walls or other administrative functionality).

The plan is for almost every profession to require some sort of workshop. This will also act as a character's 'home'. They may claim any open lot that's been 'zoned' for their type of use in any town at any time, but may only have one home at a time. Moving would be difficult as your upgrades would need left behind.

I imagine towns would set a base tax rate on bazaar spaces, or maybe rent on homes (not sure if I want a dedicated bazaar type area or just go Ancient-Egypt and make homes triple as workplaces and shops). They would also be tasked with the safety of their residents. Players could move to other towns to get better tax rates or escape constant raids by opposing towns. system towns would have relatively high taxes and put 100% of their taxes into defense, leaving them in a different class (expensive but very safe) than player/guild castles. I haven't yet decided how this bazaar idea would tie into the whole auction system.

I kind of like your idea of city improvements that offer bonuses to the residents. I would think this would be available to the owner to build from tax dollars, but maybe we could also have a 'donation fund' that the city leader can ONLY pull from to make these improvements. Or maybe we can figure out some other kind of public works point system that doesn't require donations or gold.

I hadn't even considered larger scale battles at the level you're describing. That would be extremely complicated, just from a logistics perspective (who's logged on and when), and I think it would deserver it's own post. That would not make it into the game immediately though; it would need to be an upgrade.


Nicholas Bostaph
Fantasy Master Online Developer




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