TWiki Home Tharsis . Design . PlayerRunShops (r1.3) Tharsis webs:
Design | Guilds | Combat | Website
Design . { Home | Changes | Index | Search | Go }
Appended from Bulletain Board:

Someone needs to define what a player run shop is and can do, but here are my thoughts on major issues that need resolution.

  1. can you sell to a player-run shop?
  2. to items in the shop inventory survive a reboot?
  3. how do we stop a shop owner from using the shop as a stash?
  4. does someone have to 'man' the shop at all times for it to be useable? Fantom 16 Sep 2004
-- LuCid - 16 Sep 2004


Having a shop which can carry on trading without the players presence is going to be just another shop - which will then spring up all over the place, and probably promote players to write trading scripts. I would like the idea of the shops being stalls, which players can move around the mud, and then buying/selling items can be done via the 'trade' command.

As for acquiring them - I think it should be based on more than just being able to afford it. Perhaps the player has to prove themself to a stall vendor before they're given a stall, and maybe it lasts only the time they're logged in - if they log out with a fully stocked cart, that is the same as leaving it on the ground and you'll come back to find it empty.

Having it as a stall will cut down on the overheads such as having an attendant hired - the player can also pack this up or push it when he wants to move. Perhaps if the law module is ever finished, or maybe just as a PK action (although I'm not as sure about PK only) it can be possible for thieves to steal from the cart.

-- ProdigY - 16 Sep 2004

Topic PlayerRunShops . { Edit | Attach | Ref-By | Printable | Diffs | r1.18 | > | r1.17 | > | r1.16 | More }
Revision r1.3 - 16 Sep 2004 - 20:55 GMT - ProdigY
Parents: WebHome > NewFeatures
Copyright © 2001 by the contributing authors. All material on this collaboration tool is the property of the contributing authors.
Ideas, requests, problems regarding Tharsis? Send feedback.