Onishi wrote:
TheAntiElite wrote:
I know I keep coming back to this idea, but with the idea of buildings being influenced by NPCs, I really, REALLY hope the idea of commoners, experts, and similar NPC sorts as a semi-finite limited resource that increases over time but more typically requires recruiting/enticing immigration from other regions becomes more important, as much for helping decide one's choice in locations for building as giving incentive to increase building types (Why, yes, there's a need for more taverns, we're trying to increase our stonemason quotas and we need more dwarves!). While I admit that the idea puts forth the potential for griefers indulging in peon-slaughter to keep people from being able to build, develop, and the like, it would give greater investiture for the players to work together, since without those lowly workers they have to do the work themselves, which takes time from adventuring after all!
I'm actually thinking that the majority of NPCs, be more or less invisible extras, with the exception of the guards. I mean face it for a large scale town you are looking at technically having a population ratio of 30 NPCs per 1 PC. When you get 100 players into a town, you are looking at a plausible 3k NPCs, and well no server can handle that many actual characters, and they will most likely just be listed down as numbers. I could see actual effects of buildings involving attracting or possibly even removing NPCs if planned poorly, (say you put a metal processing plant next door to a residence, noise complaints etc... will cause mass exedous). I still like the idea of possibly a slave camp type building, that both veers the alignment of those who use it, and create an extra dynamic in things, (workers that work regardless of moral with 1/8th the cost (well the cost goes to the actual city treasury rather then vanishing), but at consequences of eliminating the option to build good aligned shrines.
But yeah as you were also saying Specific attractions for specific NPCs would also be...
Somehow this printing twice? Anyway, almost all of this would be handled within the program and be invisible to a player. In fact most would happen without a majority of the players knowing why or how, apply "fog of war" to economics or civics. But I do believe that the elders, council members, advisors, etc... would be privy to such mechanics and make the decisions effecting city development, so that a majority of players who would not be interested in such activity would not be bothered with even the interface.
As a player I would want to experience a dynamic environment where cities, towns change in size and style (older buildings stay the same unless upgraded), where I am free to decide how I would like to make a living be it in politician, merchant, soldier, mercenary, highwayman, etc... and see my effect on my environment. If I attack a competitive town and attack the granary in the hopes of slowing down the growth, then I would like to see a burned out husk of a granary until the town rebuilds it. If I buy a plot within the city walls there will probably already be a building there that I can change the sign to "Melthein's Tavern" and then rent rooms and sell info. And then later I could upgrade said building to include a third floor with more room for rent, etc...
Everything else is interesting to me as a designer, but as a player I don't want to worry about too much logistics not associated with my profession.