Hi Folks,
I had posted this earlier, but Ry did a restore when he changed hosts and threw it into oblivion.
I just wanted to get feedback/ideas and have discussion on what could potentially be the biggest UO World ever (Possibly even more expansive than any other MMO).
The idea being, to completely redevelop UO into something different. Also adding elements of realism, and expanding much much more on everything. Taking the game deeper than ever before, I'll throw a few examples.
First Example, more Advanced AI. What if the guards actually had proper posts, and were tied to that specific town. What if guards upheld the law more strictly in say, central cities (Hey You, Put that weapon away before I arrest you). What about patrolling around the Wilderness, or even patrolling in groups. And how about no "Psychic Guards", Guards actually have to be in range of a screaming person, or someone has to run and tell them (Hey, doesnt have to be the NPC you just stabbed in the back that dobs you in, it could be his friend nearby who runs). Getting my drift?
What about NPC's having full schedules, and actually going home after work, taking time out to eat, or even crafting new items for thier shop (Why do the items just have to "appear", someone should put them there in the first place). Alternativly carts could be created and NPC's could actually travel between towns on carts taking stock back and forth. Players could be asked to escort a cart, take one themselves, or just even hitch a ride. Hey, for all those evil folk, you could rob the cart instead, or possibly even have to fight a player who was escorting it. (The map would be designed with proper roads for this to work well).
Then again, hey, NPC's would be smarter right, who's to say you attack the cart this time, that the next time he runs the cart he doesnt hire some mercenaries to defend himself. Or take a couple of the county guard with him.
Ok, so thats AI, what about other aspects, like Crafting. Why does crafting have to be as simple as Attain Skill, Attain Resources, Craft Item. What about having to create sub-items before creating the final item. (Eg, x'' Blade & Tang, Wooden Handle, Leather Strip = Long Sword). Having quality on the pieces themselves (Eg, a Sword could have an excellent handle, but terrible blade, making the damage worse, but chance to hit better), (Also make it take some time to forge the items, rather than being instantaneous, but make it worth the effort). Also having to learn HOW to make the item first, perhaps via training, reading, or other methods.
Or with Alchemy, creating a completely dynamic system where you can create completely customised potions. Ingredients have certain effects, and can be prepared in various ways changing the effect or altering it. Then when putting prepared ingredients into the bottle (Filled with a bit of water, or perhaps another liquid or potion) you can choose how much to put into the bottle, and what ones, some ingredients will like each other, others might not and create a dud. Others might make extremely unstable potions (Could be great for blowing up that unsuspecting enemy). And also who's to say alchemy is limited to drinkable potions, what about poisons that work by the touch (Powders or liquids), or other useful items like lantern oils/flamable liquids, dyes, and others (Hey, why fill your lantern with oil, create a trap by filling it with explosives. Or even better, poisons that when lit turn into a gas and surround the area).
What about other aspects, say the towns themselves. What if all of the towns were built via Multis (Or possibly even use the Custom Housing protocol for it, as thats well compressed and server-side). And a player could completely build a town from scratch (Perhaps all towns are like this). A player could also place walls down, gatehouses, towers, a military barracks, even his own stronghold. Think of AOE or Stronghold making its way into UO for those type of players.
So far we're thinking of something like a cross between AOE, Stronghold, Fable, Oblivion, Neverwinter Nights/D&D and various other games. Making one huge world that runs itself, rather than the players running it. Obviously players can contribute and change things greatly in the world, if they attacked that cart carrying weapons and armour to town, the shops won't get stocked, and if the guards weapons get broken or damaged, they might not be able to get replacements making the town's defence weaker. However a player craftsman could step in, and supply the town, being that supply is in good demand, he could stand to make some good cash.
So far you'll be thinking of heaps of different tactics now like I am, Hey, we weaken the town then take it over. Or perhaps by weakening the town in order for yourself to make some cash (An Evil Person), You put the town prone to attack, and a horde of orcs just happen to attack that day. If the orcs win because of the lack of defence, they gain the town until it is taken back.
So, if you have any idea's, feedback, thought's, issues, or just general discussion I am very willing to hear it.
Also on the side, I was thinking of building a UO server that provided Email Accounts to players, starting at say, 100MB and over time possibly raising up to 1GB. You'd get POP3 and Webmail access (Possibly even more).
My wonder is, would players use this, or would you use this? or would it be a waste (You could always opt out, so Email would only be given to players who wanted it, but the system would be automated so you wouldnt have to specifically ask for it, just tick a box).
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