I was going to post this as a response to @Eoghan
's thread about stuff we'd like to see and realized that it was probably derailing the thread a bit, so I felt it best to snip it and make it a new thread instead -
Now that I got the post in I Hate out of my system, this is the thread I was actually linked that I wanted to comment on, since I ain't going to lie, tricking out Anette's house is like 85% ish of what I do on Imperian or the end goal towards which I do things.
These have been historically deliberately restricted because we don't want groves etc to be placed in houses. Now that groves aren't as combat relevant as they once were, we may reapproach this.
There are several terrain types similar to the ones already existing in the system that are worth considering.
Village, Docks, Pond, Valley, Path, River, Road, Forest, Temple, Church, Farmland
Maybe Sewer for those of us with too many House Tokens and not enough sense but I'm unsure if this plays into the Survival skill ability in any way.
Allow for doors to close automatically like having a key sigil without needing a key sigil.
Not against this as an addon, other than that it devalues key sigils overall. Will add it to the list of things to consider.
Perhaps this could be added to Butlers to give them a functional use? As is, I believe they are just fluff NPCs with a few stock reactions.
1) A bank is something we've discussed in the past, but haven't added. A few issues with it that make us go back and forth on the idea.
I don't see a problem with having a bank in a house as long as the price point is such that it doesn't mean everyone and their dog has one. Perhaps they could have an upkeep cost associated with them - this is what Aetolia does for libraries (or at least did, when I played it, that may have changed).
Allowing house guards of any kind is a huge balancing concern and would need to be part of a much larger discussion. We've talked about a few different ideas for house guards, but haven't really come up with anything we're happy with.
I think this would be a very good idea if we had a house bank as well, because then you could charge similarly to town guards and have them charge an upkeep on the player just as city guards do.
Here is how I would design it, personally. I'd piggyback it on the design of the NPC reactions system, with a few ideas lifted from elsewhere.
1] Players can unlock the ability to have guards for their house. They can unlock one guard slot per [token, credit purchase, or whatever]. This guard slot would use a generic guard NPC description like house mobs.
2] For description customizations, I would probably use a system like deathsight messages: you create a description for the guard, it gets approved, you can save it and use it on future guard slots. Saving descriptions is probably a good idea as it would make the burden on @Elokia
and others manning the customization approval queue easier.
2a] Caveat to customization: While I would like attack messages to be something you could customize, I understand there are technical limitations that would probably make this more trouble than it's worth to attempt this. Though if I'm wrong, by all means, add those as customizable fields.
I would structure the customization as thus:
gender < it would be nice to be able to have descriptions work for either gender but there are probably technical limitations regarding this
For "enemy spotted" bits we could just use the reactions system. Perhaps we could have a default reaction builtin that people can unlock to change, or perhaps they can just buy reaction tokens/slots and add it themselves.
3] For a fee, existing guard slots can be "unlocked" to move them to a new room or change their description to a saved, approved description. Making them otherwise locked to a room would prevent players from abusing them and herding them into a clot, if coupled with an upper limit on "guards per room".
4] When you set up a guard slot, you set the description to use, out of the saved ones or the generic description, and the room the guard is in. If you do find a way to make gender-agnostic descriptions, you would also set the gender.
5] The guard would then appear in the room and guard that spot. They would function the same as city sentries.
5a] They probably shouldn't be able to man siege.
6] Guards that are slain would have a nominal gold fee to enlist a new guard. This would give real costs to a player using a house as a fortification or safe haven. I'm not going to suggest specific amounts as that would depend upon the strength of the guards but it should be enough that endgame players "feel a burn". It shouldn't be so much that you can grief people financially by sniping guards, however.
7] I would probably allow reaction slots to be placed on them so people could, for example, have a guard TELL them if an enemy enters the room. This would be the means for people to add extra functionality like that to guards if they so wish.
8] If we have the bank account addon as above, we could also charge an upkeep for guards that draws on the house bank account.
8a] If you don't have enough gold for all the guards, they would leave and you would have to pay the reinstatement costs as if they were slain, and also the upkeep due for that month that was missed. This would probably be best done as an overarching "due fee" rather than doing it individually per guard as I imagine tracking it individually per guard would introduce an onerous amount of necessary tracking to the monthly turnovers. Just make it so that you can't revive guards or hire new ones until past due fees are paid, I'd say.
As to attacks and NPC strength, that is best left to the musings of people more familiar with the balance of guards than I am, but in general I'd say you want to avoid casual attacks and guard sniping, but not targetted attacks on a player.
How I envision commands:
HOUSE GUARD [id] - general information about the guard of that ID (maybe: room, hire date, next payment due, guard type, maybe the dropped desc)
a generic guard - in The Hall of Heroes (v1234)
archer guard using description "a generic guard"
Hired 13 Halitus, 166AM
Wages of 1234 gold next due 13 Halitus, 167AM
HOUSE GUARD LIST - list all the guards in the house presently, maybe order them by type
GUARD ROSTER FOR ANETTE_HOUSE_1
house_guard#121 - anette_house_1 (v123)
house_guard#122 - anette_house_1 (v123)
house_guard#123 - anette_house_1 (v123)
Total upkeep: 1234 gold
You are using 3/3 available guard roster slots.
HOUSE GUARD ADD - pay credits/gold/tokens/red M&Ms to add a slot to the guard roster
> house guard add
You are attempting to add a slot to the house guard roster for 10 red M&Ms. User HOUSE GUARD ROSTER ADD CONFIRM to confirm.
> house guard confirm
You have added one guard slot to your house guard roster, with id #124
HOUSE GUARD DESCRIPTION NEW - create a new guard description, probably with the standard customization fee or similar
> house guard description new
You are adding a new guard description for 50 credits. Type HOUSE GUARD DESCRIPTION NEW CONFIRM to confirm.
> house guard description new confirm
You have added a new guard description with the ID #2
HOUSE GUARD DESCRIPTION [id] - put alone will display the current description
(Thought: you could perhaps have the generic descriptions just be descriptions under the same system, just ones available to everyone.)
appearance: a generic guard
dropped: A generic guard patrols here.
examined: This generic guard isn't anything special to look at.
enter: A generic guard enters from the $(dir$)
exit: A generic guard leaves to the $(dir$)
dead: A generic guard lies here dead.
HOUSE GUARD DESCRIPTION LIST - list all the available descriptions and statuses
Available house guard descriptions
id appearance status
1 a generic archer system
2 a generic guard system
3 another generic guard system
56 Anette's special guard unapproved
57 Anette's special archer pending
58 Anette's special telepath approved
HOUSE GUARD DESCRIPTION [id] SET [dropped/appearance/etc] - set attributes of the created guard description
HOUSE GUARD DESCRIPTION [id] SUBMIT - Submit a description you've put together for approval by the administration.
HOUSE GUARD [id] UNLOCK - allow a player to move or change the description or type of a guard for 24h (like reactions). The guard has to be locked again to work as a guard. To prevent panic moves and other abusive plays, we could have a minimum unlock time of say a few minutes.
HOUSE GUARD [id] ASSIGN TO [room shortname or vnum] - allow an unlocked guard to be moved to another room
> house guard 123 move to anette_house_2
You have assigned a generic guard (a telepath) to Anette's Second Room (v1234).
HOUSE GUARD [id] DESCRIBE AS [description ID] - change the description of an unlocked guard.
> house guard 123 describe as 3
A generic guard is now Another generic guard.
HOUSE GUARD [id] HIRE - hire a guard that is in the roster and locked. This places them in the room. Necessary if they're new or got slain.
> house guard 123 hire
You have hired a generic guard (a telepath) for 1234 gold and they are now standing guard in Anette's Second Room (v1234).
HOUSE GUARD [id] FIRE - fire a guard that is active in the world. Useful if you're going to be away for a while or don't want to pay upkeep or whatever. This would remove them from the room, but they'd still be on the roster. It would not unlock or remove that roster slot.
Feel free to use all, any, or none, of the above, I'm just thinking aloud here.
Some other ideas of my own:Fluff NPCs
I've asked @Elokia
about this and it's something I like to be able to do in the future is have "fluff" NPCs outside of the three kind of hard roles we already have with servants. One example pertinent for my own house would be a forge worker for instance, since one of the rooms is a forge. I'm not expecting something that has any added functions or sells anything, just things to add to the "flavour" of various parts of the house. It's these kinds of vanity purchases that are many MMOs primary endgame money sink, virtual currency and real money alike. I know I'd spend money on it.
I would approach this like I would the free item tokens personally (and maybe for a price point considered comparable?) - a tabula rasa that won't have progs or a functional use (except attaching all kinds of nifty Reactions to!) but you could use to have flavour NPCs of your choice. A formalized system to submit them via the customization system or some variant thereof might make @Elokia
happier though!Moving addons
Right now, the only way to 'move' an addon is to REMOVE it from one room and then re-purchase it on the other. This disincentivises people like myself from expanding houses because if I want to, for instance, move my stable out of the garden Anette has now into a separate room, I'm not only looking at the minimum 750k gold to add on a separate stable room, but also the expense of re-puchasing the addon as well. This is not a nominal expense. I'm not asking it be free, but if it was doable at some sort of premium that's less than repurchasing the addon that would be nice.Map fixing stuff
As Jeremy well knows, the mapping stuff when you're trying to construct houses the maps can be a bit derpy, since he had to help sort mine once. Having some way to rectify mapping problems in our own house would probably be a good idea since then we wouldn't have to bother you guys if the automap derps, but I'm not sure if this has been enough of a problem to warrant this.Cook Improvements
Allow us to specify specific recipes a cook uses from the given pantry shelf so we don't need separate pantries for separate cooks.Ability to suppress servant reactions
The cook and butler and maid servant types all have built in fluff reactions. These are neat to have as generic things, but it would be nice for those of us that have added our own reactions to be able to suppress the existing ones.