the more i'm learning about them, the more i'm getting excited for the possibilities. to truly excel, i believe these features would be ideal for Eternal Kingdoms:
- taxation; housing districts: to be able to designate different tax tiers for housing by Superlot (hopefully), Cell (minimum). ie: location, location, location...! i want to provide affordable housing for more rural and modest players as well as rewarding others with conveniences for their expense
- taxation; goods distinctions: to be able to designate different tax zones for marketable goods. ie: you can buy your veggies in town, but they would have been cheaper had you bought them at the farmer's market in the next town over. i want ALL of my kingdom to boast value in one way or another
- pvp rules; shades of grey: i want my kingdom to be wild, therefore pvp on everywhere. but i also want my kingdom civilized, so some areas should be respected - else face the consequences. while i would like pvp on everywhere, i would like to establish areas it is frowned upon, at the Superlot level (hopefully), Cell (minimum).
- civil servants; npc peace keeping: i want my kingdom to be wild, but i want my tenants to rest assured that their relative safety is provided for by well trained (relative to the kingdom's resources) npc guards. these guards would establish relative safe zones, being highly effective (yet not god-mode) at establishing justice to anyone disrupting civilized areas. truly mind blowing would be: both stationary and pathing guards; along with changing of the guard at dawn, noon, dusk, and mid-night.
- HUD; Combat Log: a customizable (size, shown/not, x # lines of history, etc) window that displays, action by action, all combat the player encounters
- system; screenshots: the ability for players to screenshot their current view of the game
- management toys; court: a structure that grievances can be aired, heard, and judged publicly - civilly
- management toys, arena: a structure that grievances and challenges can be sorted publicly - uncivilly
- management toys; inn: a structure that provides a social center --that the kingdom owner can name, including seeing the name on mouse over of the sign in game-- that could provide for meeting/socializing - RP conveniences like sitting in chairs at tables, a bar with staff, rooms for rent (both sleeping and meeting
- management toys; property naming: the ability, and in game mouse over plaque, for the kingdom owner to name palaces, keeps, forts, and villas. (not cottages, just larger more austere structures)
- management toys; district naming: the ability, and in game zoning notation, to name areas/neighborhoods/districts/forests/villages/etc by Superlot (hopefully), Cell (minimum).
- content; dungeon maker, urban: either player made or a few templates of dungeons in an urban setting. ie: stairs, rooms, halls, etc. mobs hopefully scale against characters' skill levels
- content; dungeon maker, rural: either player made or a few templates of dungeons in a rural setting. ie: caves, mines, etc. mobs hopefully scale against characters's skill levels
if it's not clear, i'd be interested in managing a very interactive and robust community. my feeling (without being an expert on game development) is that there is a way for all this to exist for those interested in a similar style venture -- yet not impact anyone who is not interested in this level of detail. your EK is yours to define! i just would be interested in defining something extraordinary if possible. it would take tools and features to get there however.
if you like, awesome!! please add your voice.
if you don't like... rip me a new one. i probably will recline from too much debate however. these are just MY ideas. i'll be happy to read all of yours.
it would be sick to know that someone at ACE even just saw this for consideration - even if this is just too ludicrous to truly consider realistically.