List of 30 Principles EverQuest Next Should Abide by - Final Edition - LOTPENSAB

Discussion in 'Off Topic Discussion' started by Seliri, Jun 22, 2013.

  1. Seliri Well-Known Member

    >> Added #22 Vanity, lore/fantasy immersion Section XIV Legends of Norrath card game integration returns!
    >> Added #22 Vanity, lore/fantasy immersion Section XIII House/guild hall/town/city decoration returns (item resizing, placement, orientation, etc.)
    a. Textures customizable
    b. House bank returns!
    c. Rent payable up to CUSTOM, NUMBER-ENTERED period of weeks!
    d. Visitor/friend/trustee permissions return!

    >> Added #24 F2P Section III No name/race change potions for Station Cash!
    a. Reputation constancy is >VITAL< -- exceptions can be GM approved
    >> Added #29 Factions Section XIIb Guild banks return!

    Yeaaah ok crossing more Ts & dotting "i"s m8s!... o_o''...

    Have a decent concept mock-up for the "smuggle" specialty PvP writ (actually PvE dual-purpose ready)...may finish it...some time...
  2. Seliri Well-Known Member

    Nekryyd of Reddit & other posters at MMORPG.com phurk'd meh over & triggered muh brainstormionz regarding scope & city size & AI therein ~_~'', with his post at...

    ... http://www.reddit.com/r/EQNext/comments/1isfn0/dynamic_contentai

    Mocked up a lot of original & unique delineations from such a galvanization, though...

    brb irrigation

    brb what makes 7 city types 7 city types...

    brb town types? ;|... ~_o''...

    towns/cities dying even if needs are met & no factions initiate siege offense?

    AI varying when town/city is dying/growing?

    >> Added to #25 Artificial Intelligence Section IIt1a-d -> t1. NPC siege war attempts instigated:
    t1a. after 3-10+ failed/successful player siege attempts on their town/city -OR- 10,000-50,000+ kills of their race type by whichever faction -OR- 500-1,000-2,000+ player/faction deaths to the NPC type
    t1b. against both guild & NPC town/city factions if kill/death/siege parameters met (possibly simultaneously)
    t1c. if guild hall/town/city hasn't been used for 28 days
    t1d. if NPC needs not met (see #25IIIa [RIGHT below])

    >> Renamed #25 Artificial Intelligence Section III "Aggression/hate/threat management returns!" to Section X
    >> Added #25 Artificial Intelligence Section III NPCs that: -- Part II
    a. have need for (16) (can affect migrations): food, water, shelter, ore, gems, lumber, provisions, crop fields, irrigation, fisheries, brush-dense trapping segments, spell/combat art consumables, tradeskill professions, siege implements, certain ships/navies (ONLY SOME), cargo transports (ONLY SOME)
    b. are WORLD SEASON AFFECTED regarding (3): birthrate/offspring frequency, behavior, & migrations
    c. rule differently due to Faction/Race, inspiring varied moods & behavior ([15] hurried, frightened, whispering, avoidant, apathetic, increased drug abuse, less receptive, less daily routines, curfew, boisterous, talkative, cheery, more spontaneous acts, less drug abuse, more receptive, new incognito daily routines, etc.)
    d. when occupied by enemy factions as indigenous citizens of the constant "Monolith", "Mighty", & "Super" cities, they smuggle fellow Faction/Race NPCs out to make new settlements
    e. are hurried
    f. are frightened easily
    g. whisper quietly
    h. are avoidant
    i. are apathetic
    j. exhibit increased drug abuse
    k. are less receptive
    l. obey/disobey curfew
    m. have less regular daily routines
    n. have new negative routines
    n1. (5) drinking, beating NPC family, yelling, spitting, tipping over city/home items, etc.
    o. have new incognito daily routines
    o1. smuggle allied NPC faction/race out of occupied city
    p. lose muscle/gain fat
    <-> END HABITUALLY ABUSED/SCARRED TRAITS (12) <->
    q. walk with a normal gait
    r. sometimes skip (gait/walk type)
    s. are boisterous
    t. are talkative
    u. are cheery
    v. exhibit more spontaneous acts
    v1. (7) give gifts to each other, hug, high five, smile, play instruments, play sports with each other, do regular daily routines together, etc.
    w. exhibit less drug abuse (still some)
    x. have regular daily routines
    x1. (4) harvest, craft, walk/feed pets, work at NPC shop, etc.
    y. are more receptive
    z. gain muscle/lose fat
    <-> END BENIGNLY/POSITIVELY TREATED TRAITS (10) <->

    >> Added to #25 Artificial Intelligence Section XIII Diverse Player Interaction - Part III - thin bar at top of 1st hotbar toggles "action mode" (can be keymapped)
    w. Put/remove bag over NPC's head
    x. >SLAM< door in NPC face (normal running into doors won't trigger slam)
    y. >SLAM< item down on surface ONCE (startle)
    y1. >SLAM< item down on surface REPEATEDLY for annoyance or BOISTERING a crowd
    z. Beat item against chest
    z1. NPC response varies regarding: item type, rate of beat, INTENSITY of beat

    >> Added #25 Artificial Intelligence Section IX Diverse Player Interaction - Part IV -- thin bar at top of 1st hotbar toggles "action mode" (can be keymapped)
    a. Mime act (skill progresses to epic proportions)
    a1. Can get poor NPC coin donations
    b. Instrument act (various skills can progress to epic proportions)
    b1. Can get poor NPC coin donations
    c. High five NPCs
    c1. Deny NPC high fives
    d. Fist bump NPCs
    d1. Deny NPC fist bumps
    e. Nod at NPC
    e1. Don't reciprocate NPC's nod
    f. Rally NPCs to protest political legislation
    f1. Tear down/smash protester picket signs
    g. Pin political protest messages on NPC/player homes/shops
    g1. Tear down political protest messages on NPC player homes/shops
    h. Bribe NPCs to help you with any of the above
    h1. Break your agreed payment plan -- they get angry & send hit squads after you
    h2. Beat, torture, or kill bribe hit squad & original bribee
    h3. Pay off hit squad & original bribee
    i. NPCs comment relative to past behavior with them
    i1. NPCs comment about closest in view 1st
    i2. Other memorable player characters are commented on if they stay in view after NPC finishes comments on 1st proximal player
    X. Aggression/hate/threat management returns!
    a. Mobs can also enact summoning of/porting to aggression/hate threshshold violators

    >> Added #4 Hyper-interactive environments Section Vf-f5a -> f. Ocupation mode/siege victory occurs when...(ONLY for Super/Mighty/Monolith cities):
    f1. All, or 90% of, static faction NPCs killed (deity revives them post-siege loss)
    f2. All siege defense implements destroyed
    f3. All town/city towers destroyed
    f4. Foundation is destroyed (0% HP)
    f5. Deity restores city infrastructure in gloomy, minutely crumbled state
    f5a. Minor racial caveats & details imbued into city restoration

    >> Edited #4 Hyper-interactive environments Section V, c2d, c5, c6a, c6b to include adjustments for 7 city types (Quiet city, Functional city, Bustling city, Great city, Super city, Mighty city, Monolith city) ...(chest placement & item drop counts, etc.)
    >> Added #4 Hyper-interactive environments Section XII 1%-4% XP loss on death (NO deleveling) returns!
    >> Added #4 Hyper-interactive environments Section XIII No XP gain reduction in full group
    >> Added #4 Hyper-interactive environments Section XIV Guards still direct you to town/city NPCs!
    >> Renamed #22 Vanity, lore/fantasy immersion Section XII "Trash items sold to merchants can be used & resold to others" to #4 Hyper-interative environments Section XV
    >> Added #22 Vanity, lore/fantasy immersion Section XII Faction titles return!
    >> Added #22 Vanity, lore/fantasy immersion Section XV Spell fizzle returns!
    >> Added #22 Vanity, lore/fantasy immersion Section XVI Exciting AA XP leveling sound returns! (vibrating, magnetic chime thunder!) n_n

    random tidbit, saw some of Guild Wars 2 art, running/swimming animations, underwater detail/art, & it definitely looked fantastic, though I don't agree with how GW2 basically handled all of its features... o_o''...







    definitely think things like "rampage broadcasts" have no class...too tacky...

    https://soundcloud.com/arenanet

    GW2 sound is also great!
  3. Seliri Well-Known Member

    >> Edited #4 Hyper-interactive environments Section Vc3b Successful siege defenses/further upgrades allows defenders the >CONSTANT OPTION< to increase enemy siege offense failure cooldown to 2-3-4-5-6-7-8-9-10-12-24-48 hours (ALL HOURS between ranges as progression choices)
    >>
    Added Section XIII & XIIIa "NO rampage broadcasts" "a. Not classy, tacky" to "Piquing Non-essentials"

    >> Edited #27 Quests Section XVI Nether realm/Purgatory/Underworld quests
    a. 6+ PvP kills within 5 seconds triggers "Swift Massacre fulfilled...accept undead chalice hunt challenge?"
    >> Added #25 Artificial Intelligence Section VIIIy2 & z1 -> NPC response varies regarding: item type, rate of beat, INTENSITY of beat, player-used pre-rendered conciliatory -OR- inflammatory shouts (can vary regarding current city political/commerce/health/trade affairs)
    >> Added to #25 Artificial Intelligence Section IXf&g -> f. Rally NPCs to protest political legislation (pre-rendered picket sign messages)
    g. Pin political protest messages on NPC/player homes/shops (pre-rendered protest messages)
    >> Edited #4 Hyper-interactive environments Section Vf-f1 & f5-f5a "[OFSMMC]" tag ("ONLY for Super/Mighty/Monolith cities")
  4. Seliri Well-Known Member

    >> Added 21 sections to #13 Cities VI - XXVI

    VI. Homes

    a. Homes are cool
    b. 6 ship max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    c. 6 cargo transports max ([4] sled/chariot/carriage/caravan [mount & wheel barrow unlimited])

    VII. Guild halls
    a. Dictator or Oligarchy
    b. 12 ship max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    c. 12 cargo transports max ([4] sled/chariot/carriage/caravan [mount & wheel barrow unlimited])
    d. 50 civilian max (312 max including politicians + expeditionary forces)
    e. 36 expeditionary forces max
    f. Basic canal
    g. Light bridges
    h. Basic towers (2 stories)
    k. Basic siege walls

    VIII. Towns
    a. Dictator or Oligarchy
    b. 1 Governor, 1 Commerce, 1 Health, 1 Trade
    c. 24 ship max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 24 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 100 civilian max (312 max including politicians + expeditionary forces)
    f. 108 expeditionary forces max
    g. 1 culture artifact
    h. Basic canal
    h1. Dual channel canals
    i. Light bridges
    j. Basic towers (2 stories)
    k. Basic siege walls

    IX. Quiet City (player/NPC made)
    a. Oligarchy
    b. 1 Governor, 1 Commerce, 1 Health, 1 Trade
    c. 36 ship max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 36 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 200 civilian max (312 max including politicians + expeditionary forces)
    f. 108 expeditionary forces max
    g. 1 culture artifact
    h. Basic canal
    h1. Dual channel canals
    h2. Triple channel canals
    i. Light bridges
    j. Basic towers (2 stories)
    k. Basic siege walls

    X. Functional City (player/NPC made)
    a. Oligarchy
    b. 2 Governor, 2 Commerce, 2 Health, 2 Trade
    c. 48 ship max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 48 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 300 civilian max (448 max including politicians + expeditionary forces)
    f. 144 expeditionary forces max
    g. 5 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    i. Light bridges
    i1. Reinforced bridges
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    k. Up to Refined siege walls

    XI. Bustling City (player/NPC made)
    a. Oligarchy
    b. 2 Governor, 2 Commerce, 2 Health, 2 Trade
    c. 60 ship max max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 60 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 400 civilian max (588 max including politicians + expeditionary forces)
    f. 180 expeditionary forces max
    g. 7 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    h4. Dual channel Great canals
    i. Light bridges
    i1. Reinforced bridges
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    j2. Reinforced towers (4 stories)
    k. Up to Reinforced siege walls

    XII. Great City (player/NPC made)
    a. Oligarchy
    b. 2 Governor, 2 Commerce, 2 Health, 2 Trade
    c. 72 ship max max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 72 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 500 civilian max (724 max including politicians + expeditionary forces)
    f. 216 expeditionary forces max
    g. 10 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    h4. Dual channel Great canals
    h5. Triple channel Great canals
    h6. Uni-plane Aqueducts
    i. Light bridges
    i1. Reinforced bridges
    i2. Great bridges
    i3. 1 Epic bridge
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    j2. Reinforced towers (4 stories)
    j3. Great towers (5 stories)
    k. Up to Great siege walls
    l. 1 Monument

    XIII. Super City (constant indigenous NPC type)
    a. Dictator or King/Queen
    b. 3 Governor, 3 Commerce, 3 Health, 3 Trade
    c. 84 ships max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 84 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 600 civilian max (864 max including politicians + expeditionary forces)
    f. 252 expeditionary forces max
    g. 15 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    h4. Dual channel Great canals
    h5. Triple channel Great canals
    h6. Uni-plane Aqueducts
    h7. Uni-level Sewers
    i. Light bridges
    i1. Reinforced bridges
    i2. Great bridges
    i3. Epic bridges (up to 2)
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    j2. Reinforced towers (4 stories)
    j3. Great towers (5 stories)
    j4. Super towers (6 stories)
    k. Up to Super siege walls
    l. 2 Monuments

    XIV. Mighty City (constant indigenous NPC type)
    a. Dictator or King/Queen
    b. 3 Governors, 3 Commerce, 3 Health, 3 Trade
    c. 96 ships max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 96 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 800 civilian max (1100 max including politicians + expeditionary forces)
    f. 288 expeditionary forces max
    g. 20 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    h4. Dual channel Great canals
    h5. Triple channel Great canals
    h6. Uni-plane Aqueducts
    h7. Bi-plane Aqueducts
    h8. Bi-level Sewers
    i. Light bridges
    i1. Reinforced bridges
    i2. Great bridges
    i3. Epic bridges (up to 3)
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    j2. Reinforced towers (4 stories)
    j3. Great towers (5 stories)
    j4. Super towers (6 stories)
    j5. Mighty towers (7 stories)
    k. Up to Super siege walls
    l. 3 Monuments
  5. Seliri Well-Known Member

    XV. Monolithic City (constant indigenous NPC type)
    a. Dictator or King/Queen
    b. 4 Governors, 4 Commerce, 4 Health, 4 Trade
    c. 108 ships max ([10] Canoe, Speedboat, Tugboat, Fishing boat, Freight, Superfreight, Triremes, Caravel, Carrack, Galleon)
    d. 108 cargo transports max ([5] sled/chariot/carriage/caravan/train [mount & wheel barrow unlimited])
    e. 800 civilian max (1140 max including politicians + expeditionary forces)
    f. 324 expeditionary forces max
    g. 25 culture artifacts
    h. Basic canals
    h1. Dual channel canals
    h2. Triple channel canals
    h3. Great canals
    h4. Dual channel Great canals
    h5. Triple channel Great canals
    h6. Uni-plane Aqueducts
    h7. Bi-plane Aqueducts
    h8. Tri-plane Aqueducts
    h9. Tri-level Sewers
    i. Light bridges
    i1. Reinforced bridges
    i2. Great bridges
    i3. Epic bridges (up to 4)
    j. Basic towers (2 stories)
    j1. Refined towers (3 stories)
    j2. Reinforced towers (4 stories)
    j3. Great towers (5 stories)
    j4. Super towers (6 stories)
    j5. Mighty towers (7 stories)
    j6. Monolithic towers (8 stories)
    k. Up to Super siege walls
    l. 4 Monuments

    XVI. Expeditionary Forces population rationale
    a. Governors primarily direct Expeditionary Forces
    b. Keeps players from whimsically attacking cities willy-nilly
    c. Ensures cities can't be taken down by small strike groups
    d. Ensures a cooperative effort is required to take down cities
    e. Expeditionary forces must be born & trained if killed in battle
    f. See: #29 Faction VIIIa-i
    g. Offense/Defense management
    h. Siege implement management
    i. Siege implement block force protectors
    j. Building/Siege implement tinker repairmen
    k. Cargo transport guides
    m. Navy staffing
    n. Specialization training (assassin faction subset [see: #24 Cities Section IV] seeking revenge on PC & NPC factions, etc.)

    XVII. AI town/city wither/growth variance
    a. More >NPC< homes help city grow & add to population limit
    b. Player count & player homes irrelevant to city class (unless player becomes a politican)
    c. Poorly maintained irrigation has civilians form groups to create new settlements
    d. 1-2-3-4 REAL weeks for NPC children to become adults (1 week?)
    e. Governors can: set family household quotas/limits, **** quotas, outlaw *******
    f. Angry NPCs riot & force couples to have children
    g. Increased usage of pimps
    h. Increase in **** prosperity
    i. Slave trade & slave rings

    XVIII. Towers ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Increased tower model = plus one floor
    b. No siege implements on 1st floor
    c. Windows (various styles) in EVERY tower floor.
    d. Basic towers (2 stories)
    d1. Stairs/ladders inside
    e. Refined towers (3 stories)
    e1. Stairs/ladders inside
    f. Reinforced towers (4 stories)
    f1. Stairs/ladders inside
    g. Great towers (5 stories)
    g1. Citizen-only elevators (NO DOOR)
    g1a. Moderate speed
    h. Super towers (6 stories)
    h1. Citizen-only elevators (door)
    h1a. Moderate-high speed
    i. Mighty towers (7 stories)
    i1. Citizen-only elevators (door)
    i1a. High speed
    j. Monolithic towers (8 stories)
    j1. Citizen-only elevators (door)
    j1a. Fast speed

    XIX. Siege walls ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Builder decides where windows go (various styles).
    b. Basic siege wall, 2-stories
    b1. Single corridor
    b2. Double corridor (unlock)
    c. Refined siege wall, 3-stories
    c1. Single corridor
    c2. Double corridor (unlock)
    d. Reinforced siege wall, 4-stories
    d1. Single corridor
    d2. Double corridor (unlock)
    d3. Trap doors placeable
    e. Great siege wall, 5-stories
    e1. Single corridor
    e2. Double corridor (unlock)
    e3. Trap doors placeable
    e4. Flood quadrants placeable (sector walls close, floods, COMPLETE ROOM fill lasts "drown-til-death" duration)
    e4a. Governor triggered.
    f. Super siege wall, 6-stories
    f1. Single corridor
    f2. Double corridor (unlock)
    f3. Trap doors placeable
    f4. Flood quadrants placeable (sector walls close, floods, COMPLETE ROOM fill lasts "drown-til-death" duration)
    f4a. Governor triggered.

    XX. Bridges ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Light bridges
    a1. These bridges are light
    b. Reinforced bridges
    b1. These bridges are reinforced
    c. Great bridges
    c1. 2 levels
    c2. Rotatable
    c3. Raisable
    d. Epic bridges
    d1. 3 levels
    d2. Trap doors
    d3. Governor-triggered lock rooms/doors/gates with incapacitating smoke (governor picks where captured enemy is shipped)
    d3a. 24 hour cooldown per player for a Governor's Epic Bridge ambush/kidnap port
  6. Seliri Well-Known Member

    XXI. Irrigation ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Constructing canal lining requires map-plotted path to citizen guild hall/town/city (otherwise digging destruction flagged for deity repair after 6 hrs)
    b. Powers various profession artisan stations with WATERMILLS
    c. Supports/elevates provisioner crop growth
    d. Vital for NPC morale (drinking, bathing, waste, etc.)
    d1. Triple channel/tri-plane offer highest morale increase with heated water from a natural geyser -OR- spring
    e. Poorly irrigated cities require more: trashmen -OR- NPC citizen water transport (via [6] pail, bucket, double bucket system, quadruple bucket system, buckets + wheelbarrow, barrels + sled/chariot/carriage/caravan)
    f. CRITICAL STRIKE/CHOKEPOINT for guerrila warfare
    g. Redundancy protects against communal strain in case of disrepair
    h. PLAYERS CAN SWIM IN, or go prone and CRAWL THROUGH, ALL CANALS
    h1. Governors likely to place EF (expeditionary forces) guards at canal openings/exits
    i. Foes CAN POISON CANALS with RIGHT COMBINATION & RIGHT VOLUME of poisons/viruses
    i1. Filter tiers can protect against 12+ resist types
    j. Basic canals (reinforced <|1|> covered <|2|> armored <|3|>)
    j1. Low flow speed
    j2. Requires outake waste canals/aqueduct
    j3. 3 filter protection options
    k. Dual channel canals (reinforced <|1|> covered <|2|> armored <|3|>)
    k1. Moderate-low flow speed
    k2. Channel 1, Intake (clean water)
    k3. Channel 2, Outake (waste)
    k4. 3 filter protection options
    l. Triple channel canals (reinforced <|1|> covered <|2|> armored <|3|>)
    l1. Moderate-low flow speed
    l2. Channel 1, Intake (clean water)
    l3. Channel 2, Outake (waste)
    l4. Channel 3, Heated (natural hot water geyser -OR- spring)
    l5. 3 filter protection options
    m. Great Canals (reinforced <|1|> covered <|2|> armored <|3|>)
    m1. Moderate flow speed
    m2. Requires outake waste canals/aqueduct
    m3. 4 filter protection options
    n. Dual channel Great Canals (reinforced <|1|> covered <|2|> armored <|3|>)
    n1. Moderate-high flow speed
    n2. Channel 1, Intake (clean water)
    n3. Channel 2, Outake (waste)
    n4. 4 filter protection options
    o. Triple channel Great Canals (reinforced <|1|> covered <|2|> armored <|3|>)
    o1. Moderate-high flow speed
    o2. Channel 1, Intake (clean water)
    o3. Channel 2, Outake (waste)
    o3. Channel 3, Heated (natural hot water geyser -OR- spring)
    o4. 4 filter protection options
    p. Uni-plane Aqueducts (reinforced <|1|> covered <|2|> armored <|3|>)
    p1. Moderate flow speed
    p2. Requires outake waste canals/aqueducts
    p3. 5 filter protection options
    q. Bi-plane Aqueducts (reinforced <|1|> covered <|2|> armored <|3|>)
    q1. High flow speed
    q2. Plane 1, Intake (clean water)
    q3. Plane 2, Outake (waste)
    q4. 5 filter protection options
    r. Tri-plane Aqueducts (reinforced <|1|> covered <|2|> armored <|3|>)
    r1. High flow speed
    r2. Plane 1, Intake (clean water)
    r3. Plane 2, Outake (waste)
    r4. Plane 3, Heated (natural hot water geyser -OR- spring)
    r5. 5 filter protection options
    s. Uni-level/Bi-level/Tri-level Sewers
    s1. Maze irrigation waste disposal sewers serve multiple purposes
    s2. MULTIPLE (>MULTIPLE<) city exit safe routes
    s3. Politician saferooms requiring last siege effort to secure the SUPER-RAID Super siege offense victory
    s3a. Battering rams REQUIRED
    s4. Many interactive quest/zone access progression points (to: possible quad-quin-sex-septem-octo-novem-decem-undecim-duodecim level sewers [4-12 levels])
    t. Pipe drip system (reinforced <|1|> armored <|2|>) http://en.wikipedia.org/wiki/Drip_irrigation
    t1. Basic crop performance & nutrient feeding
    u. Buried pipe drip system (reinforced <|1|> armored <|2|>)
    u1. Basic, protected crop performance & nutrient feeding
    u2. Redundancy insurance
    v. Center pivot system (reinforced <|1|> armored <|2|>) http://en.wikipedia.org/wiki/Center_pivot_irrigation
    v1. Advanced crop performance & nutrient feeding
    w. Pumps (reinforced <|1|> armored <|2|>) http://en.wikipedia.org/wiki/Pumps
    w1. Helps bring water uphill for downhill trajectories
    w2. Piston pump, rope pump, lobe pump, screw pump, ...hydraulic ram pump, progressive cavity pump, scroll pump, axial pump, centrifugal pump, etc.
    w3. Consider trade-offs for: speed, volume, dealing with water/liquids of the 13+ resist types (see: #38), attached territory type (homes/guild halls/towns/cities [see: #4V for the 7 types]), etc.

    XXII. Watermills http://en.wikipedia.org/wiki/Watermill
    a. High citizen morale influence
    b. Moderate energy output
    c. Uses a lot of water
    d. Used to power artisan stations & NPC/PC shops (see: "Survey of industrial mills" in the Watermill Wikipedia article)
    e. Undershot http://en.wikipedia.org/wiki/File:Undershot_water_wheel_schematic.svg
    f. Overshot http://en.wikipedia.org/wiki/File:Overshot_water_wheel_schematic.svg
    g. Pitchback http://en.wikipedia.org/wiki/File:Pitchback_water_wheel_schematic_(2).svg
    h. Breastshot http://en.wikipedia.org/wiki/File:Breastshot_water_wheel_schematic.png

    XXIII. Steam plants
    a. High citizen morale influence
    b. Moderate energy output
    c. Uses less water
    d. Used to power artisan stations & NPC/PC shops
    e. Types: Metal turbine types allow greater load?

    XXIV. Wood Gasifiers
    a. Moderate citizen morale influence
    b. Moderate-high energy output
    c. No need for water
    d. 4 filter types, can decrease negative citizen morale effect
    e. Used to power artisan stations & NPC/PC shops
    f. Types: Metal furnace types allow greater load?

    XXV. Coal plants
    a. Low citizen morale influence
    b. High energy output
    c. No need for water
    d. 6 filter types, can decrease negative citizen morale effect
    e. Used to power artisan stations & NPC/PC shops
    f. Types: Metal furnace types allow greater load?

    XXVI. Culture Artifacts
    a. I have no idea what they should do, but they sound cool.

    >> Edited #4 Hyper-interactive environments Section Vc2 & c3 -> TEN RESIST TYPES -> THIRTEEN RESIST TYPES
    >> Added "Ether", "Shadow", & "Nether (Undead)" resist types to #38 FULL STATS -- Resists (13): Trauma, Magic/Mental/Divine/Ether Arcane, Disease/Poison/Shadow/Nether (Undead) Noxious, & Water/Fire/Earth/Air Elemental -- Base: STR/INT/AGI/WIS affecting universal, >NOT< class-specific, roles
    >> Added #27 Quests Section XVIa4 & a5 -> a4. Show if other player accepted... "Waiting on XYZ"...or..."XYZ agreed to the hunt!"
    a5. 2 minute decision time-out
    >> Added "NO CROSSBOWS" to #35 NO guns, player-wielded crossbows (too firearm-like), motorcycles, tanks, or jets (aerial-modded buggies should use "anti-gravity centrifuges")
    >> Added #9 Overland PvP Section XVIII NO PvP AAs
    >> Added #9 Overland PvP Section XIX NO PvP title stat bonuses
    >> Added #9 Overland PvP Section XX NO PvP special abilities
  7. Seliri Well-Known Member

    >> Added #1 DO NOT reduce classes Section VI & VIa --> VI. NO BEASTLORDS, EVER -- Their class name is disgustingly ugly and THEY DO NOT FIT in the original, proper, 24 class dynamic
    a. I will personally become Vice President of SOE & fire you if you talk about Beastlords AT ALL, ANYWHERE, IN YOUR ENTIRE LIFE

    >> Added #24 F2P Section IV Make the game, THEN decide what minute offerings will be Station Cash accessible

    >> Added #21 User Interface Section XXIIc NO CONVOLUTED map plotting skills -- boring, mundane, unneeded excuse for "content" -- its commonality in all games will have players DREADING such a timesink

    >> Added #4 Hyper-interactive environments Section IIn2a Possibly require placing ship TREASURE CHESTS in ONLY the HIGHEST HP destructible ship component
    >> Added #4 Hyper-interactive environments Section Vc6a1 Possibly require placing home/guild hall/town/city TREASURE CHESTS in ONLY the foundation
    >> Added #4 Hyper-interactive environments Section Vb6b Possibly consider ignoring "ONLY lumber/clay on uneven terrain with no terraforming" for the sake of aesthetics, & a tastefully varied creative license
    >> Added #4 Hyper-interactive environments Section Vb7 Make sure terraforming ONLY occurs AFTER UNDOABLE PLACEMENT of a constructible town/guild hall/city building segment

    >> Renamed #25 Artificial Intelligence Section IV "Some mobs still susceptible to body pulling!" to Section XI
    >> Added #25 Artificial Intelligence Section IV NPCs that: -- Part III
    a. Fetch water via (6) pail, bucket, double bucket system, quadruple bucket system, buckets + wheelbarrow, barrels + sled/chariot/carriage/caravan

    >> Added #4 Hyper-interactive environment Section XVI "Slide"/"Dive" sprint bonus (double-tap sprint, consumes 2x -OR- 4x power consumption per normal sprint tick)
    >> Added #22 Vanity, lore/fantasy immersion Section XIX NO 360° spiked bracers/bracelets/vambraces
    >> Added #22 Vanity, lore/fantasy immersion Section XVIII NO spikes on quadriceps (top/inner thigh)
    >> Added #22 Vanity, lore/fantasy immersion Section XVII NO gaudy 1-arm pauldrons (double + 1 embellished MAX)
    >> Added #11 Robust equipment appearance Section VII SUSTAINED ARRAY of diverse weaponry (25)
    a. Flails/Scourge
    b. Whips
    c. Meteor hammers (chained)/Liuxing Chiu
    d. Lances/Pikes/Javelins/Spears
    e. Halberds
    f. Sickles/Scythes
    g. Tridents
    h. Daggers (Kukris, etc.)
    i. Swords (Gladius, Sabre, Cutlass, Rapiers, Scimitar, Khopesh, Falchion, Falcata, Yatagan, Kujang, Parang, Rencong, Pinuti, Kris, Churika, Kaduthala, Dao, Hudie Shuangdao, Katana, Urumi [flexible sword], etc.)
    i1. Steampunk sword -> http://fc07.deviantart.net/fs70/i/2012/091/3/c/steampunk_sword__zanki__by_tamonten-d2ogz1x.jpg <> Devil May Cry 4 sword -> http://i.imgur.com/Xlki6sd.jpg
    j. Axes
    k. Hammers
    l. Clubs/Cudgels
    m. Maces
    n. Sceptres
    o. Wands
    p. Staves
    q. Cestus
    r. Knuckles
    s. Tonfa
    t. Katar/Katara/Suwaiya/Jamdhara
    u. Wind & fire wheels/Fenghuo Lun
    v. Dartguns
    w. Slingshots
    x. Throwing weapons (stars, hammers, axes, daggers)
    y. Bows (composite, recurved, reflex, long, cable-backed, flatbow, self [bow shapes: pyramid, holmegaard/flatbow, decurve, deflex])
    z. http://en.wikipedia.org/wiki/List_of_premodern_combat_weapons
    z1. http://en.wikipedia.org/wiki/List_of_martial_arts_weapons
    z2. NO CROSSBOWS (too gun-like) OR GUNS
  8. Seliri Well-Known Member

    >> Moved #13 Cities Section XXVI Cultural artifacts to #13 Cities Section XXVII
    >> Added #13 Cities Section XXVI Miscellaneous building types
    a. Museums
    b. Libraries
    c. Theaters
    d. Colosseums/coliseums
    d. Saunas
    e. Bathing pools
    f. Inns
    g. Saloons/Bars
    h. City faction-specific quarters
    i. Slums
    j. Middle class suburbs
    k. High class estates
    l. Ultra-high class mansions
    n. PC/NPC artisan shops for all professions
    o. Churches
    p. Monolithic temples
    q. Ceremonial pits/altars
    r. Monuments
    s. etc?

    >> Added #25 Artificial Intelligence Section IVb&c NPCs that: -- Part III
    b. Bathe daily for optimal morale
    c. Require weekly or half-weekly sauna use for optimal morale
    d. Swim laps
    e. Weight-lift with stone or sandbag weights (squat, bench, shoulder press, deadlift, barbell or 1-arm row)


    >> Moved Section XIII NO rampage broadcasts from "Piquing Non-essentials" to #9 Overland PvP Section XXI
    >> Added Section XIII "Dragons playable as PERMANENT DEATH, ONE LIFE options" to "Piquing Non-essentials"
    a. Manners of progression yet unknown..."must constantly eat"?
  9. Seliri Well-Known Member

  10. Seliri Well-Known Member

    >> Added #22 Vanity, lore/fantasy immersion Section XX NO flaring forearm guards/vambraces/bracers that appear liable to get caught

    >> Added #22 Vanity, lore/fantasy immersion Section XXI Weapons must PREDOMINANTLY be realistically weighted, proportioned, & animated!
    a. Colorful imbuement, etching, auras, scintillation, ether, gaseous smoke, melting, bubbling, dripping, trails, moving outlines/crests are still possible for exciting, realism-oriented implements.

    >> Added to #13 Cities Section XII-XV (Great, Super, Mighty, Monolithic cities) "Single-lane & Double-lane train & train tracks"
    Single lane train & train tracks
    Double lane train & train tracks

    >> Removed "train" cargo transport type from #13 Cities Section VI-X (Home, Guild halls, Towns, Quiet cities)

    >> Fixed population maxes/expeditionary force maxes for #13 Cities Section VII Guild halls & VIII Towns & X Functional City

    >> Added #13 Cities Section XXVI Trains
    a. Travel as fast as the slowest mount
    b. ONLY single-lane & double-lane trains
    c. NO triple-lane, quadruple-lane, or monorail trains
    d. Can travel specific routes, for specific distances/durations, to obtain smaller cargo transport yield bonus (see: #4 Section IIh-h4 -OR- #26 Tradeskills Section VIII)
    d1. Smaller cargo transport yield bonus BECAUSE it's more of a guarantee than the other 17 cargo transports (see: #4 Section IIa -OR- #4 Section IIh-h4 -OR- #26 Tradeskills Section VIII)
    e. Players can ride them (see: #9 Overland PvP Section XIIIb Rob)

    >> Added #13 Cities Section XXVIIs Miscellaneous building types -> s. Barber shops
    (originally felt they should be in saloons/bars, but separating them may provide for ample kidnap/assassination & general AI daily routine opportunities)

    >> Added #15 Politics Section IX Elevated demands for obtaining political office
    a. Prestige, exclusion, & notes of "reverence" & "admiration" should be infused into obtaining political office within the indigenous, constant NPC mega cities (Super, Mighty, Monolithic)
    b. Governor official criteria concepts:
    b1. Successful siege offense/defense (10-20-50+, etc.)
    b2. Successful guild hall/town settlements built (5-10+, etc.)
    b3. Enemy expeditionary forces killed
    b4. Siege implements repaired by expeditionary forces
    c. Commerce official criteria concepts:
    c1. Successful formation/distance/route yield bonuses (10-20-50+ shipments, etc.)
    c2. Successful formation/distance/route yield DISRUPTIONS (10-20-50+ shipments, etc.)
    c3. Cargo transport NPCs killed
    c4. Cargo transport NPCs defended
    d. Health official criteria concepts:
    d1. Successful water detoxification from poisoning (5-10-15+, etc.)
    d2. Successful diseased NPCs cured (20-30-40+, etc.)
    d3. Successful NPC poisonings (20-30-40+, etc.)
    d4. Successful elixir innovations/combinations/basics crafted
    e. Trade official criteria concepts:
    e1. Successful recoup of pirated vessels (returned to self or others)
    e2. Successfully pirated vessels
    e3. Amount & duration of cross-faction brokering enabled due to naval anchoring in other faction docks
    e4. Amount of ships destroyed
    f. General criteria concepts:
    f1. All mythicals from all tiers (or just 1 or some)
    f2. All dungeon nameds killed from specific region
    f3. Crafting class maxed
    f4. Player mount development maxed
    f5. AAs maxed
    f6. All region maps explored (or percentage)
    f7. Meters of dirt dug
    f8. Degree of negative/positive NPC faction
    f9. Specific deity alignment
    f10. Specific gear appearance set(s)

    >> Added #4 Hyper-interactive environments Section XVII Mining
    a. Player-dug mines
    b. Gates & locks (destructible)
    c. Possible cave-ins if not properly reinforced

    >> Added #4 Hyper-interactive environments Section XVIII Foresting
    a. Self-replication limits/rates
    b. Player replanting
    c. Dig up stumps?
    d. Common/uncommon/rare/ultra-rare seeds

    >> Added #4 Hyper-interactive environments Section XIX Trapping
    a. Brush-dense zones
    b. Various trap types

    >> Added #4 Hyper-interactive environments Section XX Gathering
    a. Farmville 12.0 ([6] plowing, seed planting, various crop growth durations, watering, fertilizing, harvesting, etc.)
    b. Rare dungeon patches
    c. Rare dug tunnel fungus -OR- root patches
    d. Common/uncommon/rare/ultra-rare seeds

    >> Added Section XIV "Monster Mode -- spawn as an NPC with your own loot & the NPC's spell/CAs (monster-ONLY chat ENABLED)" to "Piquing Non-essentials"

    >> Added Section XV "Consider SWG's (Star Wars Galaxy's) harvest/survey system -- survey an area, get a result from 0%-100% (anything over 85%+ is rare); a certain number of materials obtained per 'dig'" to "Piquing Non-essentials"

    >> Added Section XVI "Consider SWG's crafting -- Optimal & non-optimal item criteria" to "Piquing Non-essentials"

    >> Added "Piquing Non-essentials" Section IIIe-m -> e. Dwarf jump-rolls
    f. Froglok spell casting-flips
    g. Iksar swimming
    h. Voice graft?
    i. Weather modification spells?
    j. Gravity Flux/Rift?
    k. Feign Death
    l. Shrink/Growth
    m. NPC possession spells

    >> Added #21 User Interface Section IIa2 Ensure keymaps still FIT ON ONE HOTKEY when hotbars resized

    >> Added #40a User-generated content MUST BE FREE & not require payment, unless it's $1-$2 >MAX<, otherwise it's just a gimmick that most of the game won't experience.
  11. Gnaff Active Member

    I myself love the SOGA models myself aswell. the others just look like clumps of play dough to me.
  12. Seliri Well-Known Member

    >> Added #3 Mounts Section IX Mount casting SHOULD BE ALLOWED in non-mount zones for mount stat buffs

    >> Added #25 Artificial Intelligence Section VIv4 -> v4. Pick/arm locks skill subset (doors/windows/chests, etc.)

    >> Added #4 Hyper-interactive environment Section XXI Weight system returns! Copper pounds galore!
    a. Talk to your banker to convert your coin! 30,000 lbs of copper?! Just gimme the gold!
    b. STR is good!
    c. Sabotage things by putting too much weight on them! n_n

    >> Added #29 Faction Section XIII NPC faction favors
    a. Will aid in siege defense with meager/minor/medium/major/massive contingent
    a1. Major/massive contingents require high faction spending from multiple players
    a2. Talk to their faction emissary & spend "ABC" faction within 30 seconds, in support of "XYZ" faction
    b. Drops faction standing post-use
    b1. Faction spending limit (to maintain good faction & avoid instant faction tossing)
    c. Limited simultaneous use on a specific target
    c1. Limited simultaneous use per faction

    >> Added #9 Overland PvP Section XXII Corpse notes
    a. Player corpses stay for 5 minutes after death
    b. Leave a note for your victim after you kill them! Profanity encouraged! n_n Or, a motivational, if you wanna be like that... ~_o"...

    >> Added #13 Cities Section XXVIIt Miscellaneous building types -> t. Zoos

    >> Added Section XIIIb&c "b. City harpoon siege defense implements." "c. Methods to avoid exploitation through guilds protecting growth til gear plump/ripe UNKNOWN." to "Dragons playable as PERMANENT DEATH, ONE LIFE options" in "Piquing Non-essentials"
  13. Seliri Well-Known Member

    Hmm...if I were going to trim any races...it'd be Fae & Sarnak. And Freeblood, because their race name is poor, & they're too damn pink (I don't even have them in the LOFPENSAB :mad:).

    And if that meant I had to trim 2 "Primitives" species, then I'd trim Vampires & Shadowmen (or Nightblood? their darn funky noggins [not Harpy, cause Primitives would have to cancel out the flying Arasai noobs -- but Aviak, Djinn, & Shadowmen could do that, as well])...

    ...on the topic of crazy noggins, maybe replace Gruengach with Hua Mein? >| ...

    Also, thinking NPC quests for roadside bombs (versus cargo transports) & sea mines would be too hectic an excess considering normal targeting dangers.


    #parallel_universe_where_creating_simulated_parallel_universes_just_because_was_prioritized_over_budget_&_profit

    >> Swapped "Playables: Drolvarg" with "Unplayables: Burynai" in #2 Races Section Ia-b

    >> Added #13 Cities Section XXa1 MOAT DRAIN canals (see #4Vc3) - Construction must have a designated enemy faction guild hall/town/city -AND- body of water to drain into

    >> Added #21 User Interface Section XXIV Trading items returns!
    >> Added #20 Communication Section Ib&c -> b. Group chat, raid chat, private messages, & newbie/race/class/faction/trade/crafting/auction chat return!
    c. Mailing letters & packages return!

    >> Added #29 Faction Section XIIIc2 Limited use if 40% of allied faction EF (expeditionary forces) are engaged in combat

    >> Added #25 Artificial intelligence Section IVf Grow stronger after killing/looting NPC-only random drops from players

    >> Edited #13 Cities Section XVIId 1-2-3-4 REAL weeks for NPC children to become adults (1 real life week? 2-3 days?)
  14. Seliri Well-Known Member

    Should NPCs sleep, & require working in shifts? Hmm. Not sure if I want to go there! n_n''...

    That would be pretty hXc though...but, city population implications, & of course, the dreaded concern for so many AI scripts running simultaneously in expansive sectors -- if that could be resolved, then...absolutely...heh...

    >> Added #22 Vanity, lore/fantasy immersion Section XXII NO "/rest" or "/meditate" regeneration command requirements or accelerants
    a. Not intuitive
    b. Players should be free to do whatever if they need to wait for regeneration
  15. Seliri Well-Known Member

    >> Added #25 Artificial Intelligence Section IVg Work in shifts (vital for #9XIIIc3)

    Hmm, so far, sleep is only mentioned for homeless hobos (#13IVb)...

    ...it would drastically limit the activity & accessibility of NPCs.

    But, waking up EFs (expeditionary forces) to prepare for battle would be kinda kool!...
  16. Seliri Well-Known Member

    >> Added #29 Faction Section XIIId NPC faction aid contingent abandons siege offense/defense favor with >NO REFUND< if originating NPC faction territory is attacked

    >> Edited #29 Faction Section XIIIa Will aid in siege offense/defense with meager/minor/medium/major/massive contingent
  17. Seliri Well-Known Member

    >> Fixed #13 Cities Section XIVe Mighty City 700 civilian max (1000 max including politicians + expeditionary forces)

    >> Added #13 Cities Section XXI Siege Drawbridges/Gates, 5 types d-h ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Dump-pot siege defense implement usable here (& along siege walls)
    b. All Siege Drawbridges/Gates have:
    b1. Redundancy via 2 metal grate portcullises (fairly moderate space between them)
    b2. Upgrades for (4) Reinforced, quadruple layer, quintuple layer, sextuple layer
    c. All Siege Drawbridges/Gates can upgrade portcullis sectors for:
    c1. Swinging giant spiked spheres/maces -OR- swinging giant great axes
    c2. Flood quadrant (ROOM FLOOD lasts entire drown-til-death duration)
    c3. Slow delay arrow turret of 13 resist types
    d. Bottom-hinge drawbridge
    d1. Chain & crank lowered/raised
    e. Side-hinged
    e1. Wheel opened/closed
    f. Sliding gate
    f1. Auto-cog/piston/hydraulic activated
    g. Top-and-bottom shutter
    g1. Auto-cog/piston/hydraulic activated
    h. Spiral shutter
    h1. Auto-cog/piston/hydraulic activated

    >> Added #15 Politics Section X OFFLINE PLAYER POLITICIANS - NPC representatives perform according to parameters/permissions elected official decides

    >> Added to & reorganized #13 Cities Section XIX Siege walls ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Dump-pot siege implements usable here (& along siege drawbridges/gates).
    b. TINKERER REPAIRERS repair WALLS faster than SIEGE DRAWBRIDGES/GATES
    c. Builder decides where windows go (various styles).
    d. ALL siege walls "single corridor" by default
    d1. Can unlock "double corridor"
    e. Basic siege wall, 2-stories
    f. Refined siege wall, 3-stories
    g. Reinforced siege wall, 4-stories
    g1. Trap doors placeable
    h. Great siege wall, 5-stories
    h1. Trap doors placeable
    h2. Flood quadrants placeable (sector walls close, floods, COMPLETE ROOM fill lasts "drown-til-death" duration)
    h2a. Governor triggered.
    i. Super siege wall, 6-stories
    i1. Trap doors placeable
    i2. Flood quadrants placeable (sector walls close, floods, COMPLETE ROOM fill lasts "drown-til-death" duration)
    i2a. Governor triggered.

    >> Removed "CONSIDER" from #4 Hyper-interactive environments Section Ve
    ONLY SIEGE IMPLEMENTS damage other siege implements -- focus MUST be on siege organization
  18. Seliri Well-Known Member

    >> Added #22 Vanity, lore/fantasy immersion Section XXII NO tacky cloaks -- aim for those like EQ2's Fur-lined Cloak, Runnyeye/Broken Toe/Sandscrawler/Grungetalon cloaks, & the Ogre Heritage Hero of Ogguk & Barbarian Heritage Northlands cloaks.
    a. Full body, baggy, wraith-style cloaks are also good! n_n
  19. Seliri Well-Known Member

    >> Added #13 Cities Section XVIIIa XIXa XXa XXIa XXIIa Siege building upgrades unlocked via successful offenses/defenses (unless 1 of 3 constant, indigenous NPC mega city types; unlocks are possible, but start at a predetermined point)

    >> Added #13 Cities Section XXIIIa XXIVa XXVa XXVIa XXVIIa Production building upgrades unlocked via successful cargo transport/naval route yield bonuses achieved/disrupted (unless 1 of 3 constant, indigenous NPC mega city types; unlocks are possible, but start at a predetermined point)

    >> Added link examples to #22 Vanity, lore/fantasy immersion Section XXII NO tacky cloaks

    >> Added #26 Tradeskills Section XI Consider crafting raws required in BULK demanding a NEED insatiable by SOLO harvesting

    >> Added #25 Artificial Intelligence Section IVh-i -> h. Have imaginary, fake mannequin friends
    i. Give conditional offerings, statements, rewards

    >> Added #32a Basic spell/combat art concepts (52): damage over time, knock backs, snares, (3) short/medium/long range, (3) short/medium/long reuse, moderate direct damage, extreme nukes, positionals, (2) stealth/invis conditionals, AOEs, AEs (area encounter spells), stuns, stifles, interrupts, intercepts, detaunts, taunts, dazes, mesmerizes, charms, possession, self-buffs, temporary self buffs, single ally buffs, debuffs, (3) ports/summons/drags, group-temporary rez items, group-temporary power regen items, (3) ripostes/stoneskins/parries, reflects, feign deaths, rescues, emergencies, wards, reactives, heal over times, direct heals, life transfers, (2) group HP siphon wards/heals, death saves, resurrects, & cures

    >> Added Section XVII "Item degradation repair/recuperation from ITEMS NORMALLY OBTAINED in the course of adventure" to "Piquing Non-essentials"

    >> Added Section d "Flying NPCs aerial-combat capable" to "Mounts configured for aerial combat" in "Piquing Non-essentials"

    >> Added Section n "Weapon-specific abilities" to "Spell/Combat Art concepts" in "Piquing Non-essentials"

    >> Reorganized/edited #13 Cities Section XVIII Towers ([9] wood, clay, brick, concrete, stone, metal, reinforced sawdust + steel + concrete, interlocking stone, supermetal)
    a. Siege building upgrades unlocked via successful offenses/defenses (unless 1 of 3 constant, indigenous NPC mega city types; unlocks are possible, but start at a predetermined point)
    b. Increased tower model = plus one floor
    c. No siege implements on 1st floor
    d. Windows (various styles) in EVERY tower floor
    d1. Window shutters can still be destroyed with enough direct damage/focus fire from proper SIEGE OFFENSE trebuchet or ballista ammo (13 resist types) -- consider certain order of resist type strikes, either at a specific rate, or within specific intervals
    e. TINKERER REPAIRMEN repair TOWERS faster than SIEGE DRAWBRIDGES/GATES
    f. Basic towers (2 stories)
    f1. Stairs/ladders inside
    f2. Up-and-over WOODEN window shutter upgrade
    g. Refined towers (3 stories)
    g1. Stairs/ladders insideg2. Up-and-over WOODEN window shutter upgrade
    g3. Sliding STONE window shutter upgradeh. Reinforced towers (4 stories)
    h1. Stairs/ladders inside
    h2. Up-and-over WOODEN window shutter upgrade
    h3. Sliding STONE window shutter upgrade
    i. Great towers (5 stories)
    i1. Citizen-only elevators (NO DOOR)
    i1a. Moderate speed
    i2. Up-and-over WOODEN window shutter upgrade
    i3. Sliding STONE window shutter upgrade
    i4. Up-and-over METAL window shutter upgradej. Super towers (6 stories)
    j1. Citizen-only elevators (door)
    j1a. Moderate-high speed
    j2. Up-and-over WOODEN window shutter upgrade
    j3. Sliding STONE window shutter upgrade
    j4. Up-and-over METAL window shutter upgradek. Mighty towers (7 stories)
    k1. Citizen-only elevators (door)
    k1a. High speed
    k2. Up-and-over WOODEN window shutter upgrade
    k3. Sliding STONE window shutter upgradek4. Up-and-over METAL window shutter upgrade
    k5. Sliding INTERLOCKING STONE window shutter upgrade
    l. Monolithic towers (8 stories)
    l1. Citizen-only elevators (door)
    l1a. Fast speedl2. Up-and-over WOODEN window shutter upgradel3. Sliding STONE window shutter upgradel4. Up-and-over METAL window shutter upgrade
    l5. Sliding INTERLOCKING STONE window shutter upgrade
    l6. Up-and-over SUPERMETAL window shutter upgrade

    Possible that window shutter upgrades for towers could be too much, considering #4 Hyper-interactive environments Section Vc3 Defense (siege implements) Biometric doors/windows
  20. Seliri Well-Known Member

    >> Added #4 Hyper-interactive environments Section IIa3-a4 -> a3. Upgrade naval implement types through successful pirating/sinking, or ship defense & pirated vessel return
    a4. Material types made craftable post-unlock (PvP server only?)