» Mon Aug 03, 2009 8:07 am
I think i need to clarify a bit of what i meant.
I know expansion is necisary in any MMO. But what i meant is that you would essentially be forcing the devs to direct thier future development in an effort to support the system. For the devs, it takes away from the time they could be developing playable content. Also, of much more importance, is that it forces devs to constantly be working on lower level areas in order to provide housing to newer players at the same pace older players (or guilds) were able to obtain a house. Even if, initially, all the housing was in the high level areas, as expansions, patches, ect. come out increasing the level cap and adding new content for those higher levels the area where the housing was initially wouldn't be high level anymore.
Making properties available to guilds actually complicates the issue. Instead of just considering "player A hasn't logged on in a month" so the account is flagged as inactive, you would have to consider the account activities of Player A, Player B, Player C, ect.
Also, how would you determine the requirements for building a house, for example? And the requirements for maintaining ownership? What measures would you put into place to keep a player from recruiting random people to meet the requirements for the house and then just booting them all so he could effectively have his own house? What measures could you put into place to discourage that, without making it very difficult for a small group of friends to build and maintain a house amongst themselves?
Why not make it a mission based system? That is, there could be specific areas in the game which a player can essentially control. To gain control of an area, a player would have to complete a task, such as clearing out some radscorpions from a cave. After the player completes the task, they could have a window pop up saying 'would you like to bid on this property?' or some such. You could have every player that completes the mission within a specific time frame, lets say 24 hours, place competing bids on the property (this could be done with cash, but IMO it would probably be best to have some form of currency just for this, PP or property points(?) i guess). Once you win a bid, you then own the property.
However, an old radscorp cave isn't exactly a luxery suite at the ritz. So, once you own the property you could upgrade it various ways depending on your skills. Perhaps with some science skill you can place some solar panels and electric lights in your cave. Or, maybe with some survival skill you can put together a rack to tan animal skins, and have a campfire. A high speech and/or barter skill? Maybe you can convince traders to use the watering hole nearby for thier brahman, changing thier course and making it possible for you to have easy access to new supplies. But i'll get back to that.
In order to maintain ownership of a property, you would have to complete various 'randomly' generated missions within certain guidelines native to that property. This would cause most of the properties in the low level areas to become abandonned as players progress to areas where it's just not worth the time and effort to travel back to arroyo from the NCR. For example, the radscorp cave could randomly generate missions to clear out a nearby nest of critters to keep them from reinfesting the cave. The critters could even be leveled; radscorps/giant ants/rats to start, then as you level up it could become geckos, then giant mantises, then fire geckos... until you're finally clearing out deathclaws at level 400.
Also, there would have to be non-combat based quests as well. Maybe the radscorp cave had some toxic waste dumped into it before the war and every so often someone with a high science skill has to decontaminate it (i know, most people wouldn't live in a cave like that, but we have to remember in FO, people wade through toxic waste with the same non-chalantness most of us have when we make the morning stumble to the rest room when we first wake up).
But back to property upgrades; it could be done so that upgrades tier up, and even make it beneficial for players to work together in upgrading pieces of property. With the solar panel, for example, maybe over time you can upgrade it and place more so that eventually you can generate enough power to not only support your own property, but also trade electricity to the guy who owns the property next door so he can power the turrets he built using his very high repair and big guns skill. In return for the electricity, perhaps he provides you with a few turrets to protect your property when you're away. Maybe there's a third piece of property with an owner that has a very high speech skill and in exchange for electricity and turrets from the other two players he can convince the NPCs which guard his shack to start doing roving patrols to cover the other two's property as well. I think you see how this could eventually develop.
The quests to aquire and maintain a piece of property could even be tweaked so that adjoining properties require skills which compliment each other. In the above example, perhaps one player needs to complete a science quest to bid on the property, another needs to complete a repair/big guns quest, and the third needs to complete a speech/barter type quest.