Architect Archive

Thread: Player Bases With an emphasis on gameplay enhancements and immersion.

CraftAddict
Thu May 05, 2005 4:26 am
#1

Barracks -

The staple of any military organization. Barracks provide a gameplay experience that likens to real life barracks in that many player share the same space. Using a barracks allow for other gameplay enhancements like resource pools. A selected player acts as quartermaster to the barracks, it is their duty to manage the barracks day to day affairs. Players wishing to requisition a room, must obtain permision from the quartermaster. Additionally, the barracks can be set to charge a "fee" of lot to be given up by the player to the common pool. In return for no rent or maintenance, players recieve a personal space, as well as access to common rooms where other barracks inhabitants can meeet, recieve orders, or just hang our with fellow guild members.

Supply -

Supply is where items are requisitioned for use by a player, these resources are drawn from a common pool. The Supply has enormous storage space compared to normal item/lot ratios and is used as a holding house for resources, loots, crates, and other finish products waiting to be moved to venodrs, or used by the guild's craftmen. The Supply chief hold lock and key on these resources. Anyone wishing to use these must requisition them from the supply chief before hand, be it lots for placing city/base structures, factories or harvestors. A supply system is also integrated to manage the common pool lots that have harvestors or factories, using a secure lockbox feature whereby player authorized, can be given access to just aquiring a secure crate from the harvestor and moving it to supply, were only there it can be released to the common pool and requisitioned normally.

Motor Pool -

Common pool vehicles and travel tickets can be requisitioned here to make official trips, or request leave travel assistance. Barracks member also can have their personal vehicles inspected and maintained. Also, new vehicles to move whole units at once can be added to allow for guild guild groups to effeciently move thier hunting parties from location to location withou the logistical nightmares of coordinating everyone individually. Individual player can also request shuttle pickup at the end of a long reconnosance mission (logging off quickly back to the base after a play session).

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These are just a couple of ideas off the top of my head while waiting for the servers to come back up. I really like the barracks/supply ideas, they can really enhance what a guildas a whole can do by pooling resources. It allows leaders to more securely manage the guild resources, in a way that only the most organized guilds can manage now. The barracks is a great way to keep the guild close by each other and improve the potential for interaction. To top it off, these structures really improve player immersion, where it is not practical today. Some players may roleplay an Imperial Sergeant, but they don't live like an enlisted soldier would live. Leave the houses for the civilians. Lets live like our character really would live.



Aeriwen Bjorin
Staff Sergeant
Imperial Outpost, Dantooine
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Master Rfileman - Master Marksman - Combat Medic
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