IDEAS FOR RYZOM


Outpost buildings

Building 1: Storage

This is a neat idea, and one that I like, even considering the dangers. However, as soon as one is lost and the first guild loses their stuff, the wailing and gnashing of teeth will probably reach levels we've never heard of before. Particularly so if there is a "semi" legitimate claim that there haven't been a GL or HO online in a while. The time that the "ghost storage" is available might need to be adjusted based on how long it takes for a CSR to promote someone to HO or GL in the absence of anyone else.

Building 2: Workshop

As much as I'd want to encourage people to spend more times at outposts instead of using them as cats/mats faucets, a boost to crafting to this extent might be a bit extreme. We already have the scrollmaker occupation which can boost crafting success by up to 14%, so this would seem to be in competition with that. It might, however, encourage more outpost battles, which may not be a bad thing for those who enjoy them.

Building 3: Barracks

Great idea. It provides a bit of an advantage to the defender, and becomes inactive when the owner temporarily loses control.

Building 4: Watchtower

This could (and probably should) be combined with building #3, the Barracks, considering that the Barracks is all about soldier management.


I'd suggest allowing a Stables to be built. It would function just like a regular stables, except you can't purchase Meks, only Mek food. You bring your meks to the outpost and can have access to the GH and your mek storage without having to travel all over the place.

If the outpost is taken from you, your meks simply appear on the outpost grounds whenever you log in, similar to the way they appear when left out in the open right now. Like the Barracks, the Stables should become inactive when the owning guild temporarily loses control of the outpost.
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Last visit Tuesday, 23 April 21:52:25 UTC
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