player Manors

Post » Mon Jul 04, 2011 12:46 am

Make it raven rock style with costumization through multiple choice

name for the town
they could probly enable something where when you name it the name appears on a welcome sign or where you usualy see signs of towns
Main house
1.Build main house as vila 2.Build main house as a stone keep
finances
1.Lumber mill to finance 2. plantation/farm to finance 3.Mine to finance
houses
1.spend less and build a bunkhouse for the servants2.spend more and build seperate houses
gaurds
1.Hire mercinaries to fight, cost less but less effective 2.Get some servants to train as militia3.Hire gaurds from the government or clan
equiping gaurds
1.spend more and get better equipment2.spend less and get crappy thrown together equipment3.Half and half
Fortifications
1.spend more and getstone wall with towers on each corner to house the gaurds2.Spend less and get wood wall with towers on corners to house the gaurds3.Spend the least and getonly 4 towers in a squere like formation bordering the stronghold
Transportation,decorations, and stores
1.spend more and get lavish stone walkways,nice classy decorations , and nice stores2.Spend less and get regular roads with some decoration and small poor stores3.spend middle and get little of both

A progressive title system will allow a bigger and better title the more money you spend and the better your town is such as anywhere from land lord to baron
Upgrade the stronghold when necessary
upgrades for troups could include funding patrols on the roads or if your the lawless type fund banditry
Tell me what you think and add to it
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krystal sowten
 
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Post » Sun Jul 03, 2011 5:05 pm

something like raven rock needs to be in no question
that and the construction of strongholds was one of the coolest features of morrowind
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sunny lovett
 
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Post » Sun Jul 03, 2011 7:30 pm

I like these customisation ideas... However, I hope it wouldn't be that when we finish upgrading, there's nothing to do - or we just collect some money every week. There should be dynamic randomly-occuring events.
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Mrs. Patton
 
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Post » Mon Jul 04, 2011 3:45 am

The area and all the upgrades combined needs to be almost ridiculously expensive. I always end up with more gold than I could ever use in Oblivion.
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Lil'.KiiDD
 
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Post » Mon Jul 04, 2011 12:30 am

Thats whyyou get finances as third so it can help pay for it .
The more successful your economy becomes and the more you get you upgrade so it can be safer and thus get more more and thus get more upgrades.
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Cameron Wood
 
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Post » Sun Jul 03, 2011 9:50 pm

I'm waiting to see why someone would vote "no".
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DeeD
 
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Post » Mon Jul 04, 2011 12:09 am

I always end up with more gold than I could ever use in Oblivion.


^
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jason worrell
 
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Post » Mon Jul 04, 2011 5:32 am

Raven Rock? this is the Morrowind stronghold concept
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Roberta Obrien
 
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Post » Sun Jul 03, 2011 3:16 pm

It makes me think of the Villa you get in that Assassin Creed game. A very fun and customizable option for players to invest some time and make their game personal on a whole other level. I think it's a great idea so long as it's implemented correctly.
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lolli
 
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Post » Sun Jul 03, 2011 7:16 pm

It would be bethesda will not repeat there old mistakes
*cough* oblivion *cough* *cough*
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Ice Fire
 
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Post » Sun Jul 03, 2011 9:39 pm

I think it's a great idea so long as it's implemented correctly.


Amen.
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gary lee
 
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Post » Sun Jul 03, 2011 3:20 pm

Amen.

Now we ask, how to do it right?

What possible game breaking (unbalancing, fun-killing, etc.) changes could come from player manor type estates?
Off the top of my head I can only think of your own manor's economy somehow effecting your personal finances in a way that makes you too rich, to say the least. I don't enjoy sitting back while my minions haul in crazy amounts of cash and I'm practically handed any purchasable good I want. I'd like to see a system where through my hard work, finances and maybe a little luck my manor started to turn a profit, but that profit went to expanding the stock the vendors carry, upgrading from dirt paths to stone, little things like that.

Any ideas?

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Trish
 
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Post » Mon Jul 04, 2011 5:07 am

Now we ask, how to do it right?

What possible game breaking (unbalancing, fun-killing, etc.) changes could come from player manor type estates?
Off the top of my head I can only think of your own manor's economy somehow effecting your personal finances in a way that makes you too rich, to say the least. I don't enjoy sitting back while my minions haul in crazy amounts of cash and I'm practically handed any purchasable good I want. I'd like to see a system where through my hard work, finances and maybe a little luck my manor started to turn a profit, but that profit went to expanding the stock the vendors carry, upgrading from dirt paths to stone, little things like that.

Any ideas?



Meh, just tax the player to regulate the moneyflow. The more money you gain the higher that tax rate goes,
that way you can have a profit margin but not so much money you can't do anything with it.
Plus the town who's taxing the player can then invest that money in the local economy meaning more resources, better living quality for everyone.
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jennie xhx
 
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