Public Persistent Storage

Started by Blake the Boar, September 04, 2009, 11:45:53 AM

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Blake the Boar

Here's the suggestion: Make a few public storage chests or weapon racks and so on, that are persistent, lockable or not (to be discussed, of course) in key places, with no NPCs, Blackhearth ruins for example.

The benefits: Bring a bit of the real 'claiming' territory, once it would make characters efectively defend something or somewhere, with no DMs needed in potential conflicts. Also, these places would likely have a rest area, and have spawn points, to have the 'home' idea. These few particular spots could slowly become a community, a battlefield or neutral areas, all that naturaly. Invasions would be a constant, by PCs mostly, and the best, it all would happen with the flow of the game. Also, provide the chance for thieves and sneakers to have the rush of breaking in places, also, without having to bother DMs and making this big events.


Thoughts?

Snoteye

I would like this idea if not for the fact that we can't realistically portray 24/7 surveillance of any given area. All it takes is to know who last claimed an area and go there when they're not online.

Letsplayforfun

I like the idea of lone buildings/lair, away from NPCs (hence DM necessity), that have storage. Have only one key to the storage, and people will kill for it. ;)This can make claiming territory a real war.

Blake the Boar

Quote from: Letsplayforfun;143528I like the idea of lone buildings/lair, away from NPCs (hence DM necessity), that have storage. Have only one key to the storage, and people will kill for it. ;)This can make claiming territory a real war.

Right, so actual 24/7 surveillance woudn't be needed that way. The problem is, the key would likely get lost in player's vaults or fugued character's bags who leave them behind. So, maybe a few keys, and a very expensive way to make copies. Further to this suggestion, I'll suggest to add more non persistent containers, maybe at exiled's camp, somewhere in the sewers, and near scripted quest areas

Drakill Tannan

Quote from: Snoteye;143507I would like this idea if not for the fact that we can't realistically portray 24/7 surveillance of any given area. All it takes is to know who last claimed an area and go there when they're not online.

Not necesarily. But a sistem that allows a PC to "guard" someting or somewhere would be needed. For example, wizards could make golems (i know they already can) that would stick arround the spawn point enven if the PC is logged off, and would attack any PC that came close. PC's allowed to go there (by the programer of the golem) should have a token that made the goem friendly to them. Same could be done with animals, for druids, or simple summons.

Persistant traps would be good as well, allow a PC to set a trap that does not dispear when triggered, but can still be removed by other rogues. If the DC is high enough, and the trap is deadly enough, PC's will be more carefull to just walk in and claim the territory.

A combination of strong guardians and traps would make a location untakable by just 3 oportunist PCs, forgin players to truly take over territories.