Adjusted the list a bit with these suggestions:
Lawfulness
90+ Reeve mobs load and attempt to arrest criminals committing crimes in lawful areas
80+ Reeve mobs will arrest warranted players
70+ Criminal reporting to room is instantaneous
30- Mobs flagged thief steal silver from players, appear in thieves guild acct
20-
10- Southside mobs can randomly load and attack players, except freeman and cyan in lawless areas
@
Morale
90+ People process their pool 30% faster
80+ People process their pool 15% faster
70+ People process their pool 10% faster
30- People process their pool 10% slower
20- People process their pool 15% slower
10- People process their pool 30% slower
@
Religion
90+ Knight patrol mobs load and attempt to arrest people casting spells in lawful areas; Members of the Order Guild get +10 IP
80+ Members of the Order Guild get +5 IP
70+ Magery room reporting is instantaneous
30- No magery reporting to Order channel in lawful zones
20- Random spell effects happen throughout the city (players randomly targetted by annoying spells?)
10- Latents can purchase awakening at will
@
Economics
90+ Shop prices reduced by 15%; 10% chance rare objects (per object) refresh
80+ Shop prices reduced by 10%; 5% chance rare objects (per object) refresh
70+ Shop prices reduced by 5%;
30- Player income reduced by 5%
20- Player income reduced by 10%
10- Player income reduced by 15%; rare objects completely removed from shops
@
Health
90+ 25% of HP wounds heal without treatment
80+ 20% of HP wounds heal without treatment
70+ 15% of HP wounds heal without treatment
30- 10% of hp wounds heal without treatment
20- 5% of hp wounds heal without treatment; smaller diseases flourish
10- wounds do not heal without treatment; major diseases flourish
@
Infrastructure
90+ Mail arrives in 5 OOC minutes; +30% movement speed on city roads
80+ Mail arrives in 15 OOC minutes;+20% movement speed on city roads
70+ 10% movement speed on city roads
30- +2 increase to mv use per room shift
20- +5 increase to mv use per room shift
10- +10 increase to mv use per room shift
@
Class Relations
90+ Entering Bluebird and other class restricted areas free + flexible_rooms go lawful
80+ Entering bluebird and other class restricted areas cheaper + flexible_rooms go lawful
70+ flexible_rooms go lawful
31-69: flexible_rooms go neutral
30- Rostered shops charge 15% more for non-class aligned people, flexible_rooms go lawless
20- Rostered shops charge 25% more for non-class aligned people, flexible_rooms go lawless
10- Rostered shops refuse service to non-class aligned people, flexible_rooms go lawless
@
Race Relations
90+ +15 ranks of 'free' temporary language skills to all players for all foreign languages
80+ +10 ranks of 'free' temporary language skills to all players for all foreign languages
70+ +5 ranks of 'free' temporary language skills to all players for all foreign languages
30- Mobs at foreign quarter gates bar people of incorrect races
20- People barred + offensive slurs from mobs in streets
10- People barred + offensive slurs + aggro mobs loading, beating up and booting in FQs
@
DEFENSE TO BE REMOVED AS KNIGHTS NO LONGER EXIST AS A SEPARATE GUILD
Comments:
- I think random bad magic stuff happening to people (or at least places) would be good, similar to being struck with a cold if we add diseases, which I've added
- Knights thematically should not arrest warranted criminals, they're not Reeves. Mage warrants are currently paper-based and coded warrants are a Reeve command - this may change with jail automation, but I don't expect that to be in ready for this shift
- I think I took the rest on board. We don't have metric-sensitive shops in here, but I did like the turf-war for class relations showing that more of the city is going to southside or northside, so that's added.
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City Report Metrics
- The_Last_Good_Dragon
- Posts: 254
- Joined: Sun Feb 14, 2016 1:08 am
This one stands out to me as the only one on the list I don't like. I like the idea of stealing silver, and maybe at 20 just have a higher rate/success/stealthiness about it, or are stronger NPCs that are a bit harder to wrangle up for the Reeves/etc. who should be turning on them to get the silvers back. Objects can have a lot of meaning to players and losing them to NPCs can feel very, very unrewarding — a game I played on long, long ago introduced NPC object theft and lost a significant portion of their pbase, though they were cads in general.Kinaed wrote:Lawfulness ... 20- Mobs flagged thief steal objects from players; appear in thieves guild hall
~~ Team Farra'n'Stuff. ~~
- BattleJenkins
- Posts: 112
- Joined: Fri May 08, 2015 5:00 pm
Something else I just thought of - the class relations metric could also have an effect on upward social mobility, whenever more precise guidelines for those are in. Perhaps a minimum amount of class relations could be required for a gentryperson to marry into a noble family, or for a freeman to achieve gentry status, or the metric can factor into whatever associated costs.
- The_Last_Good_Dragon
- Posts: 254
- Joined: Sun Feb 14, 2016 1:08 am
I would think it'd be more the latter, as there IS an actual cost (purchasing wealth twice, I thnk?) of moving from freeman to gentryperson, but I don't see a way that could be realistically lowered— going down to one purchase of wealth is a huge difference, after all! As to the noble thing, I've always played Farra as being a bit more quick to be a jerk since Class Relations have always been so low since playing her!BattleJenkins wrote:Something else I just thought of - the class relations metric could also have an effect on upward social mobility, whenever more precise guidelines for those are in. Perhaps a minimum amount of class relations could be required for a gentryperson to marry into a noble family, or for a freeman to achieve gentry status, or the metric can factor into whatever associated costs.
~~ Team Farra'n'Stuff. ~~
This will be different than it is now, and I could plan to roll class relations in. And race relations too for non Lithmorran folks.I would think it'd be more the latter, as there IS an actual cost (purchasing wealth twice, I thnk?) of moving from freeman to gentryperson, but I don't see a way that could be realistically lowered— going down to one purchase of wealth is a huge difference, after all! As to the noble thing, I've always played Farra as being a bit more quick to be a jerk since Class Relations have always been so low since playing her!
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- Posts: 291
- Joined: Sat Feb 02, 2013 11:13 pm
I'm sure there will be some tweaking yet on what the metrics affect and how much they affect them, but I really like the direction this is going. Gives people real tangible reasons to want to contribute to City Metrics, which means more STs/Plots/RP!
- The_Last_Good_Dragon
- Posts: 254
- Joined: Sun Feb 14, 2016 1:08 am
I'm not sure if it's doable, but:
Code: Select all
Lawfulness: 20% -- NPC Shop-prices include a 10% additional price as the shopowners hire strongarms to protect their store fronts.
~~ Team Farra'n'Stuff. ~~
I think that should be the other way around. When morale is low, rumors stick because people are unhappy when morale is high, people ignore them/circulate them less.Takta wrote: also make rumors decay faster (low morale) or stick around longer
(high morale).
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