As for starting your own faction it should probably more informal, as in the player quits working for a corporation and decides to open up a pub in the city, permits, and purchasing included. I do not think it should include having to go to some NPC and [Create Own Faction] dialogue.
It would be nice to be able to franchise off of corporations, and not necessarily having required previous or present membership.
Pop stars causing PVP?
News reporters sounds nice, especially if there was a way for other players to listen, watch, or read the news both in live/near-live feeds and/or later published forms.
Not to mention living on space stations and ships.
Informal you say, ok lets imagine a private citizen who wants to open a cake shop. I have worked out all the details yet, but this is what I am think. New character in the world, gets a job at a Corporate hydroponics farm. Makes money, raises applicable skills. Learns to grow grains and other food stuff. Possibly also learns how to process what is grown into baking ingredients. May have to defend the farm from animals, scavengers, or thieves (PvE & PvP). This could happen in any environment (Land, Sea, or Space). Over time, the new citizen saves up money. Starts buying resources from the corporation or looking to buying their own small farm plot. Don’t know if one player will be able to farm and bake at same time. Any ways, they eventually enroll in a cooking school to learn cake making. Again haven’t worked out the details. After leaving school, they can go to work at a corp making cakes to learn more, and make more money. Then they will seek out a commercial real estate agent (same as an Under World R.E. agent) and purchase or rent a space to make into their cake shoppe.
What I picture is a multi-floor mall. Each retail space will have an entry that facilitates the dynamic loading of store content. Or there just may be a familiar Auction House type of set up, details not yet worked out. I imagine a star-port with three floors of shoppes and 20 store fronts per floor. These shops have high costs, but possibly high traffic. Malls in the suburbs have lower costs but lower traffic. And if traffic rises, so do the costs. The point of the agent is to have a mechanism for record entry into the database. Details to be worked out.
Pardon any spelling errors
Konfess your cyns and some maybe forgiven Boy: Why can't I talk to Him? Mom: We don't talk to Priests. As if it could exist, without being payed for. F2P means you get what you paid for. Pay nothing, get nothing. Even telemarketers wouldn't think that. It costs money to play. Therefore P2W.
As for starting your own faction it should probably more informal, as in the player quits working for a corporation and decides to open up a pub in the city, permits, and purchasing included. I do not think it should include having to go to some NPC and [Create Own Faction] dialogue.
It would be nice to be able to franchise off of corporations, and not necessarily having required previous or present membership.
Pop stars causing PVP?
News reporters sounds nice, especially if there was a way for other players to listen, watch, or read the news both in live/near-live feeds and/or later published forms.
Not to mention living on space stations and ships.
Informal you say, ok lets imagine a private citizen who wants to open a cake shop. I have worked out all the details yet, but this is what I am think. New character in the world, gets a job at a Corporate hydroponics farm. Makes money, raises applicable skills. Learns to grow grains and other food stuff. Possibly also learns how to process what is grown into baking ingredients. May have to defend the farm from animals, scavengers, or thieves (PvE & PvP). This could happen in any environment (Land, Sea, or Space). Over time, the new citizen saves up money. Starts buying resources from the corporation or looking to buying their own small farm plot. Don’t know if one player will be able to farm and bake at same time. Any ways, they eventually enroll in a cooking school to learn cake making. Again haven’t worked out the details. After leaving school, they can go to work at a corp making cakes to learn more, and make more money. Then they will seek out a commercial real estate agent (same as an Under World R.E. agent) and purchase or rent a space to make into their cake shoppe.
What I picture is a multi-floor mall. Each retail space will have an entry that facilitates the dynamic loading of store content. Or there just may be a familiar Auction House type of set up, details not yet worked out. I imagine a star-port with three floors of shoppes and 20 store fronts per floor. These shops have high costs, but possibly high traffic. Malls in the suburbs have lower costs but lower traffic. And if traffic rises, so do the costs. The point of the agent is to have a mechanism for record entry into the database. Details to be worked out.
With the factor of having money and learning how to grow grains (and other food stuffs, especially if it is a complex system) is there any real reason to have a "skill" system. I am wondering if perhaps it is not necessary to have a progression style system of raising "skills" where you plant 3 corn seeds, earn 6 experience points. I believe leaving it more open ended and the skill being raised is instead the player's ability knowledge at accomplishing the task.
I think it should be possible to do both but not easily done. Both should require serious attention or work done. This also leads to the point that requires interaction of at least a few people. For example, two friends decide to open and run a bakery together, they purchase the materials and bake their different foods, and finally than sell them to customers (maybe hire employees if inecessary). On the other hand, a group of six want to open a bakery but since that six being an excessive amount to run one bakery, decide to buy land and farm their own grain as well as run the bakery by splitting or rotating (up to them) their responsibilities.
Enjoying this conversation, and I like your ideas.
Comments
Informal you say, ok lets imagine a private citizen who wants to open a cake shop. I have worked out all the details yet, but this is what I am think. New character in the world, gets a job at a Corporate hydroponics farm. Makes money, raises applicable skills. Learns to grow grains and other food stuff. Possibly also learns how to process what is grown into baking ingredients. May have to defend the farm from animals, scavengers, or thieves (PvE & PvP). This could happen in any environment (Land, Sea, or Space). Over time, the new citizen saves up money. Starts buying resources from the corporation or looking to buying their own small farm plot. Don’t know if one player will be able to farm and bake at same time. Any ways, they eventually enroll in a cooking school to learn cake making. Again haven’t worked out the details. After leaving school, they can go to work at a corp making cakes to learn more, and make more money. Then they will seek out a commercial real estate agent (same as an Under World R.E. agent) and purchase or rent a space to make into their cake shoppe.
What I picture is a multi-floor mall. Each retail space will have an entry that facilitates the dynamic loading of store content. Or there just may be a familiar Auction House type of set up, details not yet worked out. I imagine a star-port with three floors of shoppes and 20 store fronts per floor. These shops have high costs, but possibly high traffic. Malls in the suburbs have lower costs but lower traffic. And if traffic rises, so do the costs. The point of the agent is to have a mechanism for record entry into the database. Details to be worked out.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
With the factor of having money and learning how to grow grains (and other food stuffs, especially if it is a complex system) is there any real reason to have a "skill" system. I am wondering if perhaps it is not necessary to have a progression style system of raising "skills" where you plant 3 corn seeds, earn 6 experience points. I believe leaving it more open ended and the skill being raised is instead the player's ability knowledge at accomplishing the task.
I think it should be possible to do both but not easily done. Both should require serious attention or work done. This also leads to the point that requires interaction of at least a few people. For example, two friends decide to open and run a bakery together, they purchase the materials and bake their different foods, and finally than sell them to customers (maybe hire employees if inecessary). On the other hand, a group of six want to open a bakery but since that six being an excessive amount to run one bakery, decide to buy land and farm their own grain as well as run the bakery by splitting or rotating (up to them) their responsibilities.
Enjoying this conversation, and I like your ideas.
Cobra ftw.
"Train by day, Joe Rogan podcast by night, all day!"
I would much rather see an Outlaw Star MMO.