Shady meeting buildings in Lower/Canals

Started by Vlaid, February 03, 2015, 08:45:55 PM

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Vlaid

I always feel like a lot of these locked doors in and around the Canals and Lower could benefit from some use, so here's the pitch.

Inside these buildings/rooms add a lever to lock the front door. When the rooms are empty for x amount of time they automatically unlock to make sure they don't become locked from the outside and unusable. Possibly with doors that are pickable/bashable with some kind of emote displayed inside the rooms when such is being attempted

 [Loud banging can be heard on the outside of the door, someone is trying to break in!]
[You hear the quiet fiddling of the locking mechanism being manipulated from the outside...]

Inside these rooms put a couple different transition exits that dump out to different places as escape routes so people outside can't be sure where you will exit. Similar to the old Mist Raider base but applicable to anyone using these "shady meeting rooms".
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PanamaLane

Don't want to be too contrarian, but there are already a number of shady meeting spots around the canals and lower, some with pickable locks, some without. There is a certain level of excitement which happens when your locked (or unlocked) door suddenly swings open on your shade-fest. I'm not sure making it easier to escape conflict is desirable, nor making these conversations "safer" in general. Its kind of nice being on edge.

I would say, more meeting spots throughout the server would be nice, so the same few aren't rehashed over an over. Some randomness as to where they are might also be nice.

granny

I don't think randomness of where they might be would be that cool, but you could have random encounters inside them. Sometimes it's safe, others you get a couple of miscreants doing shady stuff or you meet a crazy witch with a victim by her side and so on.

VanillaPudding

There are a few, though I imagine that the spawns near them are what prevent their usage rather than the simple availability. Might be an alternate suggestion to tone down certain machine / "greater" spawns in said areas.

I love cats

What I find very very very very very odd. Was the disappearance of the hideout in chapter 1 that connected the Sewers, Lower, and the Canals. It was the ultimate nefarious hideout that for some reason vanished in this new chapter.