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  1. Accumulated suggestions for path-based guildhall expansion. We discussed some of this a while back, but it never got aggregated. Some of it is new. Some is a lot more conceptualized than the rest.
  2.  
  3. I'm leaving path NPCS and contract items out of this, but keep them in mind. It might be better to ask the admin to install a lot of stuff all at once and beg them to give us a little event about expanding the hall, hiring new staff, and so on.
  4.  
  5. As always, remember that I'm usually open to funding (in part of in whole, depending on total price) things that I personally want.
  6.  
  7. -P.
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  9. ------
  10. Broad Goal:
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  12. Give each of the four non-Subsidiary (I think of the main ring as the Subsidiaries' area) paths a downward spire in the guildhall.
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  14. ----
  15. Spire locations:
  16.  
  17. Aspire-Ruby labs
  18. Company-Diamond hub
  19.  
  20. Syndicate-Bio labs or storage area
  21. Studio-Garden or Library
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  23. (With these two, pick it so they're on the same level of the north-south axis. That'll make the spires symmetrical in a sort of conjoined L and backwards L shape.)
  24.  
  25. ------
  26.  
  27. For each spire, have a public and semi-private area. Can just walk into the public one by going DOWN from the main ring, use an item in the public area to enter the semi-private. I would personally leave the items so that anyone who gets into the hall can use them, because I like people to be able to see things and some might want to do RP stuff around multiple paths, but you could probably lock them down by path to make them more private.
  28.  
  29. Can make the public areas that same size or not.
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  31. Structurally, I think the spires should be X rooms going down, with the ability to later add rooms branching off them to commemorate projects or whatever.
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  33. ----
  34. For implementation, get the people in each path together to discuss ideas and whatnot. It'll be a good way to let people concretely contribute to path identity.
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  36. I'm going to suggest a room or two for each path as a starting point to get ideas flowing. The TOYS section is stuff that'd be neat to add to the room, but wouldn't necessarily have to be there on launch in ever case. Can add later.
  37. ---------
  38.  
  39. Studio
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  41. Public:
  42.  
  43. Casino room. It'd be a nice place for hosting "balls" for the city but having them in guild theme. Reinforces Studio as place that does things other than just selling art. If entrance to private area is here, could have it be manipulating a painting or (my favorite) paying a specific amount of poker chips to an chip-gold exchange window.
  44.  
  45. TOYS
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  47. Blackjack, Roulette, etc. Get something cool and thematic for the dealer NPCs if those come with the games. Vanity says you should totally ask them to do a Nitraedes npc (we're too small to be historical and have a member in Gaudi, so 98% sure they'd say no, but I'd love it to happen.) or some techie thing. Maybe a hologram of Cririk if you wanna be a little blasphemous, or a crystal robot dealer if not.
  48.  
  49. Private
  50.  
  51. Classroom. Take in orphans or foreign children, educate them to be loyal to the Consortium and Hallifax (My preference is in that order) and train them for specific positions. If the city doesn't want her, could get Akil as a toy.
  52.  
  53. -----
  54. Syndicate
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  56. Public:
  57.  
  58. Completely non-descript office space, but labeled so that it's clearly Syndicate property. Decorate it with things that imply violence but could be explained away. If entrance to private area, go to a bookshelf and flip a copy of the Manifesto over (it's symbolic!)
  59.  
  60. TOYS
  61.  
  62. Ambient (I don't think they're actually ambients when the admin implement them in one room on a timer, but I don't have the real term.) about criminal looking people quietly slipping in and out.
  63.  
  64. Private:
  65.  
  66. Combined interrogation chamber/lab space. Ambient of occasional muffled scream.
  67.  
  68. Jail. Remember in design discussion, there was an idea about members ritually confessing crimes and getting a delayed sentence. This is where you stuff the body. Could have a toy that lets guild leaders enter names and increase their sentences (x years of jail after death) as a sort of high score panel for the path.
  69.  
  70. Danger room. As a toy, can put in ambients about people training with weird an ominous weapons under all sorts of simulated conditions.
  71.  
  72. --------------
  73.  
  74. Company
  75.  
  76. Public:
  77.  
  78. Cabinet of curosities/trophy hall. You could dedicate multiple rooms to this. Just the path showing off the cool stuff they gathered on their expeditions. Artifacts of foreign cultures, neat plants, live exotic animals, whatever. Can be museum, zoo, and more! For private area entrance, slip into a hidden place behind an exhibit.
  79.  
  80. TOY
  81.  
  82. Just a boatload of neat probables. Maybe some ambients if there are living things on display.
  83.  
  84. Private:
  85.  
  86. Barracks for foreign soldiers. Like Hallifaxian sepoys or askaris. I like this one because it gives the Consortium a proper megacorporate garrison and strongly reinforces the East India Company feel. Also a nice place to have some minority race influence in the guild for people who like race RP.
  87.  
  88. Secret library of maps and navigation charts. Doesn't need actual library coding. As toy, give it lots of probables or a projector thing that describes specific areas in game.
  89.  
  90. -----------
  91. Aspire
  92.  
  93. Public:
  94.  
  95. Technological showroom. Display all the wonderful tech of the future that is sure to reach the market in a few years. For private area entrance, use some fancy teleporter or something. I dunno. This is my least favorite path and it shows.
  96.  
  97. TOYS
  98.  
  99. More probables! Maybe stick some neat USE or PUSH or whatever interactions on them.
  100.  
  101. Ambient about guided buyers slipping through and being all impressed.
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