Author Topic: Illuminati style "magic" system  (Read 993 times)

Hamled

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Illuminati style "magic" system
« on: September 21, 2003, 12:03:11 pm »
I think it would be cool if there was a system available to powerful Politicians and very wealthy merchants, where they can make things happen for the right price. It\'s not exactly a magic system, but it\'s more similar to that than a combat system.

Basically a player who is able in this field can pay (in currency or favors like getting an NPC elected or such) to have someone killed/something stolen/have merchants not sell to a player.

The system would all happen though NPCs, so if you paid to have someone killed, an NPC (their ability depends on how much you pay) would attempt to kill this person at some point soon afterwards.

Also, the more people that are using this system, the higher the prices or the less \"powerful\" you become with it, so players would be trying to kill each other, or to keep it a secret.

Something like this has never really been done in a MMOG, not sure about MUDs, but I think it would definitely be cool to have it around :)

elscouta

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Pk: bad
« Reply #1 on: September 21, 2003, 12:36:10 pm »
Hmm... looks like PK.

And dev team doesn\'t want Pk (i agree with them)
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Xordan

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« Reply #2 on: September 21, 2003, 12:45:29 pm »
So u want to have NPC assassins? hmm, how about......
NO.  :D
I think that one is worse than pk\'ing, as u can\'t exactly get the NPC back for it afterwards, and it would be wierd if u killed the NPC for him to appear where he was before, seemingly forgotten that he just tried to kill you. I think only players should be able to do this.
« Last Edit: September 21, 2003, 12:46:42 pm by Xordan »

paxx

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« Reply #3 on: September 22, 2003, 05:07:16 pm »
There are plans for something along these lines?but assassinations is not part of the idea.

Influence, will possibly be a commodity that will allow certain groups or people to (manipulate) things in their favor. This will not be something that is noticed in minutes, but would affect others over time.

Let?s say an adventurers guild opens a large (fort) near a town  where a ?religious? guild is the only guild to hold sway. Since the adventurers do not pay any tribute to the clerics?they decide to ?influence? the locals to charge the members of that guild and others who do not pay a tithe to the church more then they usually charge?the more influence used the more harsh the charges, but the more apparent. In response the adventures guild might save all their influence simply to lean an election in their favor, or to have guards cost more for the religious guilds offices, while at the same time asking for war. All in all this is the basis of a political system. There could be more immediate uses, influence points might be traded for money or as payment?there are many possibilities.

But in essence this would allow there to be prizes to guilds for doing things, such as helping newbies. Having the best quality ratings on the things they sell, avoiding wars, never backing off from a fight?.the list could be endless. But this system is on a much higher level then ?get an assassin? specially since in our world assassination is not so permanent. It has little lasting effects, where as the right pressure put at the right time could make the largest of guilds crumble under their own weight. Priests, Merchants, Politicians, would be the main influence peddlers, and many of them can be bought in some way.

As many things this is way in the idea stages, but is an extension of the concepts we have for guilds.
-Paxx