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Sevodactyl
SMP Moderator
Joined: Fri Sep 28, 2012 3:30 pm Posts: 562 Location: Netherlands
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Re: HyperConomy
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Sun Sep 01, 2013 5:11 am |
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NEWchubbyfatman343
V.I.P. SMP Player
Joined: Sat Apr 07, 2012 6:24 pm Posts: 174 Location: New zealand
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Re: HyperConomy
Screw any sort of fast travel, I once said to slatie (though he turn it down) that we make a gravel-cobblestone path between each town (with voxel paint) that doesn't altar the terrain in anyway and it is not a direct route it will twist and turn with the terrain, and no bridges will be made, so A; it'll find its way around a lake/river or it will stop and continue on the over side. And that the players are allowed to altar the path like make it better, add a few bridges or even remove it and troll everybody oh and i find its more enjoyable if you walk. tping or using rails is be lazy, walking is where you get to see the terrain and the world as it is... and kill a few pigs on the way
_________________ All rights reserved. Kinda.
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Sun Sep 01, 2013 7:15 am |
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Sevodactyl
SMP Moderator
Joined: Fri Sep 28, 2012 3:30 pm Posts: 562 Location: Netherlands
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Re: HyperConomy
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Sun Sep 01, 2013 7:42 am |
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Freek
SMP Moderator
Joined: Tue Jul 10, 2012 1:00 pm Posts: 109 Location: The Milky Way
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Re: HyperConomy
_________________ "Those who do not learn from history are doomed to repeat it." *giggle*
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Sun Sep 01, 2013 7:47 am |
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Nighttarga
Admin
Joined: Wed May 22, 2013 9:02 am Posts: 166 Location: Portugal
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Re: HyperConomy
_________________
A̬͕͙̦͎̖n̲͖̗d̻͉ ̺ͅth̟̞̘̮͉͇ͅe̲n̰̻̼̻̪̼̯ Xert said, w͇̻̬ẖ̫͈y̝ ̫̳̰͖no͉ͅt? so it was, b͍̳u̫͖̞̣t̹̠ ̤̻̥̼̱͇t̻̮͇̳̦̼̱h̘̫͚͈̝͎̰en it fucked up. ͉b͓̣̙ͅut̰ ̮̬̹t̖he̫ṇ a̟̬͉̜̝̰͔ga̖̝̬in, what doesn't fuck ̮up a͉̖̠r͕̙͕͈o̫̗̯un̠͇̮̝͇d here?
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Sun Sep 01, 2013 2:50 pm |
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TheBlindMan
SMP Moderator
Joined: Mon Nov 15, 2010 8:36 pm Posts: 384
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Re: HyperConomy
I like the idea of the central trading town and the four surrounding towns but I think instead of the surrounding towns being for shops people should be able to buy premade houses in the outskirt towns and decorate the insides as they would like. This way people would be able to join a town without needing to be known by a town owner.
Also gravel paths all the way!
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Sun Sep 01, 2013 3:40 pm |
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slatie
SMP Moderator
Joined: Sat Nov 27, 2010 4:56 pm Posts: 311 Location: Under The Sea
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Re: HyperConomy
Gravel paths and horses, I like those ideas, people can sell/breed horses, opens up the economy a little bit more, editing it can be a problem in ways, but then again, like real life, travelling the roads has always been dangerous and possibly booby trapped. It's decadently realistic
_________________ Let none say Slatie didn't try.
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Sun Sep 01, 2013 5:23 pm |
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SD13
SMP Moderator
Joined: Sat Feb 05, 2011 11:02 am Posts: 355 Location: Northern Frozen Land Mass
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Re: HyperConomy
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Mon Sep 02, 2013 10:35 am |
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Mathgeek007
Joined: Sat Sep 15, 2012 5:23 pm Posts: 294 Location: The Canadas
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Re: HyperConomy
Like the shops in Bushos, but for personal use, they can do whatever they like for a rental fee. Kwl.
_________________ *giggle*
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Mon Sep 02, 2013 8:08 pm |
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slatie
SMP Moderator
Joined: Sat Nov 27, 2010 4:56 pm Posts: 311 Location: Under The Sea
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Re: HyperConomy
I dunno about people building in the designated towns, for one it seems like a lot of management, and I don't want the server-towns to be heavy on needing management, the idea was just for players to be able to place their chests and some signs and that's it. If players were building in the server towns they may get too attached, and restrain from going out and making there own towns.
_________________ Let none say Slatie didn't try.
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Tue Sep 03, 2013 12:46 am |
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