<quote author="Ertai">@Ertai:
communal farms… sounds very realistic and all, but could you explain the benefit for me? It looks to me as though you're just restricting who can be in what church, so characters would be created specifically for churches. But, I'd definately like to hear more.
eRT</quote>
There could be a number of benifits one glaring one would be a way to earn exerience points, even if a token amount like with questing, most of us get realy boored with hacking and slashing outr way through endless amounts of mobs, then we quest till that becomes a pain in the ass or seek out some new equipments,
It could be a way to earn gold, there is little or no gold on the majority mobs and what is there could be removed and instead have to work to earn gold. Again somthing t do when boored of killing shit.
The idea of comunal church farms i think is the one aspect of this that could be realy fun even if implemented on its own. Firstly they would have to buy it for some cost in Pnuema/DP/Gold simular in cost to a church upgrade, so it wouldnt be cheep.
It be accessed from the overland map, just like the existing cities, you could even move the church buildings to be linked off of these areas and not have them ass semi-hidden detatched buildings lkinked to other areas.
A farm might consist of 10 rooms each room having say 4 cheese trees that drops a cheese at a certain inteval, or you have to go and use a harvest command near the end of the day to collect your cheese, these cheeses get deposited into a Silo/Warehouse or some other storage facility that when full can be redeamed for gold that is split amoung all the members of the church or some other tangable benifit, at the end of say 1or 2 months the tree dies and needs to be reseeded from seed that you buy with Pneuma/DP, or put the seeds on mobs on 5th level; poa and make that a PK area again.
Churches could form raiding parties to steal all the cheese if its not harvested, or chop the cheese down with a cheese chopping axe thats a quest item or better yet brought with cheese points, the trees themselves should be able to fight back and have a level thats the average level of all the members of that church and also have a truck load of HP so they arnt easy beats.
I have other thoughts but i need to go, if i get time latter i will add to this.
Thes could become gated comunities and you need a battering ram again brrought with pneume/dp, that takes 2 players formed to wield, to smash down the gates to raid the cheese. Also to break down the church doors to steal the relics. Or you might have some exploscive charge, brought with pneuma/dp to blow up the gate or door to allow access.
This then leads into the other ideas with fishing and mining, church owned fishing trawlers, needing a crew of 3, whose primary purpose is to make gold. Or church owned mines whose ore is used to forge eq.
I have seen simular to this on othr muds, mining forgable eq and tanning hides to sew armors, they way they ballanced it was to give each Ore a specific ac value and any other traits to that was added a bonus value for class, as it was amulti class mud also.
So iron might have an ac value of 4 and be very common, quick and easy to mine, if a 1st class used it to make an armor the armor would have an ac value of 4 , 2nd class might get an ac bonus of 10 so thier eq would have an ac value of 14. If it was made into a dagger the dice would be set (player level/4)D(Dagger Num Dice+Class Modifier)
The same sort of sytem would go for leather and other sewable itms, set its ac value and add a modifier for class level or player level, each hide can have its own bonuses or spell effects or resistances
Its a simple system that can add a lot of new and versatile eq into the game. Only allow forgeable or sewable to the Body, Hands, Legs,Feet, Arms and Head slots + all the weapon types. no one can say there isnt X weapon in my range as they can make one at thier level and another in 2 more levels if they have that much ore.