Road Server

Ideas and suggestions for game mechanics and rules.
paazin
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Post by paazin »

I still think it's a good idea, indio. I'd say my thoughts mostly go along with Jayde's - as it'd be pretty cool to have some open wilderness between servers, complete with farms and maybe a hamlet or trading post.

If the server has a purpose of connecting people together and adding depth to the whole "travel experience" that's wonderful, then it's a positive. If it simply is there to prevent people from traveling from one server to the next I'd call that a negative.
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
Dorn
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Post by Dorn »

In the few spare minutes i've played recently i've been on another server Exodus which is based on a world map with detailed stops (ATs and detailed maps) along the way. It's very good and kudos to Trid for developing it.

The major map has PCs and everything else shrunk to about 1%-5% of their size so you fit a LOT of geography into

Some of the detailed stops (100% size) indicated (ie a shrunken house with an AT = Town) and some are hidden (ie walking along the forest and suddenly your in a detailed map with baddies and individual trees/caves etc).

A single map like this covers a larger area of Faerun and has about 20-30 ATs to small detailed map areas (ie forest, mountains, crossroads, keeps etc.

In the detailed 100% size areas there are specific ATs which take you back to the real world.

This is slightly different to what your thinking indio but maybe half way between the travel server concept and 'walkable' world map concept is possible. One for NW faerun, another for NE faerun etc.

Also allows random areas of forest and mountain which can be generated quickly and give the foresty/highwaymen type some things to do (need ot e careful of spawns). Also makes a challenging walk between servers with the option of having hardern 'deatiled areas/spawns' near the ATs to the next 'ALFA2 server'.

UNless you're already doing this???? Just an idea.

COntinually impressed at all your work indio.
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Wynna
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Post by Wynna »

Hi, Dorn! As a matter of fact, AcadiusLost created that travel map for Exodus and we have the same functionality on 003 and should for all ALFA servers. It's an excellent space saver.
Enjoy the game
Rick7475
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Post by Rick7475 »

Dorn wrote:In the few spare minutes i've played recently i've been on another server Exodus which is based on a world map with detailed stops (ATs and detailed maps) along the way. It's very good and kudos to Trid for developing it.

The major map has PCs and everything else shrunk to about 1%-5% of their size so you fit a LOT of geography into

Some of the detailed stops (100% size) indicated (ie a shrunken house with an AT = Town) and some are hidden (ie walking along the forest and suddenly your in a detailed map with baddies and individual trees/caves etc).

A single map like this covers a larger area of Faerun and has about 20-30 ATs to small detailed map areas (ie forest, mountains, crossroads, keeps etc.

In the detailed 100% size areas there are specific ATs which take you back to the real world.

This is slightly different to what your thinking indio but maybe half way between the travel server concept and 'walkable' world map concept is possible. One for NW faerun, another for NE faerun etc.

Also allows random areas of forest and mountain which can be generated quickly and give the foresty/highwaymen type some things to do (need ot e careful of spawns). Also makes a challenging walk between servers with the option of having hardern 'deatiled areas/spawns' near the ATs to the next 'ALFA2 server'.

UNless you're already doing this???? Just an idea.

COntinually impressed at all your work indio.
We are attempting this for the most part on TSM. There are scale travel areas and many expanded areas of interest.
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AcadiusLost
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Post by AcadiusLost »

The idea had been tossed around quite a bit way back in the proposal days of ALFA- Sanderman had already developed a more detailed system along these lines for his own project, which inspired Trid from Exodus to ask me how it could be done- the system as it is operating on Exodus is really just a bare-bones placeholder for a proper scaled travel system. It's got a lot of potential, but also a fair number of problems/limitations still. Wouldn't really be correct to say I "created" it- I wrote some very simple OnEnter and OnExit scripts, that's about it. I would like to further develop the system though, as time goes on.
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