by Falsedemise » 07 Apr 2015, 23:48

Map :

Make rare resources into PVP areas , where judgement hour is always on

OR

Diversify where resources are found . Horses more often in one section of the island, gold in another. Same for cows, clay, fish, gold, silver, an area where mushrooms don't lower the quality of soil. This would create more reasons for trade/conflict between towns







Buildings :

Church/Cathedral - Players with 90+ piety can hold sermons (120sec cast) once a day to increase alignment for players seated inside the building. Everyone that gains alignment (including preacher) receives a debuff preventing further gain for 1 game day. Cathedrals hold more players

Dining Hall - Reduces hunger loss for x in-game hours if food is eaten in the building

Pit/Large Pit - Stores ore/soil/rock etc. Holds twice as much as a warehouse, but only resources that act like soil

Triage Tent - Doubles healing while laying in triage beds

Trade House - building were containers can be opened regardless of monument claims. Players are unable to enter combat stance in this building





Clocktower - Aesthetic

Pond - Aesthetic

Outhouse - Aesthetic

Bridge - Aesthetic

Theater - Aesthetic

Dock - Aesthetic

Wooden Platform/Stage - Aesthetic

Monestary/Library - Aesthetic

Moat - Aesthetic (after siege weapons)







Structures :

Larger Kiln - Auto-smelting, 400stone capacity

Different monuments that make different shaped claims - Square, Oval, Rectangle

Horse/Bull drawn carts (for players with low STR)

Incinerator - 2 windows. 1 for fuel; 1 that destroys anything that is placed into it (including ore/sand/etc that the kiln won't destroy)

Aquaduct - Increases the time it takes for crops withing a 2 tile radius to die. Must be connected to a well/fountain/pond. Water is unable to move up slopes



Kingdom/Guild Banner Pole - Aesthetic

Banquet Table - Aesthetic

Dresser - Aesthetic/storage







Items :

Dagger - Deals more damage from behind, less damage from the front - Possibility of a thief/assassin/spy skill set

Manure - Faster fertilizing or fertilize a larger area

Signs - Able to be read from afar

Seed Spreader - Similar to the plough. Faster planting of crops

Tar - Boiling tar to be dropped from walls

Tipping Cart - Moves lots of soil. Able to dump contents quickly

Arrow container - Barrel that only holds arrows. Players can draw and noc using these arrows without having to equip them if within 2 tiles. Also allows quiver sizes to be realistic so that players aren't running around with 200+ arrows in a quiver



Kingdom/Guild/Family Banner - Hangs from walls, houses, etc





Changes :

Inspect the quality of soil (just like trees)

Inspect the quality of ore/rock (just like trees)

Cave-in tunnel - changes tunnels back to soil without having to wait for decay

Use bed/chairs - Increases hStam regen be 50%/25%

Armor should reduce arrow damage a lot more than it does, unless using armor-piercing arrows.

Better triangulation from prospecting (N/S/E/W/Up/Down)

Healing should be able to self heal and fix wounds/fractures to your own arms/legs

Paved tiles considered flat for purposes of placing structures on top of them

Allow players to pave inside structures where grass is shown (fences, gatehouses, blacksmith shop, kitchen, Lamp posts)

Add Kingdom and Family to guild system - Each player can belong to 1 kingdom, 1 guild, and 1 family

---- Kingdom - Makes/maintains monuments / Claims gates

---- Guild - Can claim warehouses, barns, stables (these can remain unclaimed in order to provide access to the entire kingdom)

---- Family - Can claim houses (these can remain unclaimed in order to provide access to the entire kingdom)

---- These claims would be added in addition to the already existing personal claims, allowing players to choose between claiming a warehouse for themself or for their guild, for example





INT - double the effect. 2x (INT-10) added to skill cap

CON - double the effect. 2x (CON-10) added to max hHP



Work on things that are in NYI