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Map Idea: Capital City

PostPosted: Sun Dec 31, 2006 1:41 am
by Necromadon
Concept behind this:
Cities should be race-based. A scallion city, an elf city, a human city, a gnome city, and a dreg city. Each of it's guards would use the skills of the default class of that race (ex: Dreg-fighter, Elf- Ranger, Human- Anything, Scallion- Wizards and Warlocks, Gnome- Clerics

Capital city can follow two paths, which needs to be decided upon.
1.) A ruling race.
2.) A cultural mix

I'm going to go along a cultural mix for this Map Idea.


Town square would be a large circle. A circular pool of water in the middle.

Buildings would surround the town square-- since the town square is, after all, the center of town.

Moat around the town.

Merchants would stand outside their doors, and be within reach of the town square.

A large castle would be in the back, kind of like in terthius. This castle would have multiple levels, and a dungeon beneath it, perhaps a portal to ds in the basement.


Town guard concepts:
Scallions:
Guards: Mystic Staff, Mage Hat, and Mystic Leather. (soa would also make guards tougher)
Captains: Altus Lucrum Staff, Adept Hat, Spirit Leather
General: Ominex Staff, Mystic Hat, Dirus Armor

Gnomes:
Guards: Staff of Almus, Mystic Plate, Mystic Helmet
Captains: Spirit Wand, Spirit Shield, Spirit Helm, Spirit Plate
General: Dirus Armor, Dirus Wand, Shield of Ominex, Omni Helm

Dregs:
Guards: Mystic Plate, Vita Halberd, Mystic Helm
Captains: Spirit Plate, Sword of Blood, Spirit Shield, Spirit Helm
General: Dirus Armor, Dirus Battle Axe, Omni Shield, Omni Helm

Elf:
Guards: Lightning Bow, Mystic Scale, Mystic Helmet
Captains: Mystic Bow, Mystic Bone Mail, Spirit Helmet
General: Dirus Armor, Omni Bow, Omni Helmet

Humans:
Random mix of these

PostPosted: Sun Dec 31, 2006 3:33 am
by Serenity
thing is there is not going to be no class specialization. all races have 10 10 10 10 10 not `5 `0 12 10 10 or 10 15 10 13 10

PostPosted: Mon Jan 01, 2007 3:23 am
by Necromadon
Serenity wrote:thing is there is not going to be no class specialization. all races have 10 10 10 10 10 not `5 `0 12 10 10 or 10 15 10 13 10

It's still the same basic choice. Ej always meant for scallions to be for wizards/wars even when there were no stat locks.

PostPosted: Mon Jan 01, 2007 11:17 am
by Karl G.
Even though everyone starts with 10 10 10 10 10, the maximums still take effect.

PostPosted: Thu Jan 04, 2007 10:57 pm
by Kuristopher
isnt the maps going to be just like how it used to be in xenimus? or is it going to be new? it would be nice if there were squares for all the merchants and the storage merch. so that u wont get pked when u cant fight back or trans away

PostPosted: Thu Jan 04, 2007 11:48 pm
by kuba
I believe Karl had said that he would be creating a new map.

No point in recreating something thats already been discovered.

PostPosted: Thu Jan 04, 2007 11:52 pm
by Necromadon
Yeah, new map. My idea will make merchants reachable from square or I'll just make the merchants houses like consignment in xen right now, a safe zone. It's stupid to be able to be pked while you're defenseless.

PostPosted: Tue Jan 09, 2007 2:28 am
by illfated123
if this project is ever completed please dont put guards. they made xenimus more lame.

PostPosted: Tue Jan 09, 2007 6:41 am
by Vitriol
At some point there will probably be guards. But they dont have to be super-strong like in xenimus.

PostPosted: Tue Jan 09, 2007 9:40 am
by Ender
illfated123 wrote:if this project is ever completed please dont put guards. they made xenimus more lame.


considering donors get to name a guard, I'm guessing there will probably be guards.

PostPosted: Tue Jan 09, 2007 10:41 am
by Karl G.
Yes, there are going to be guards. How the behave will be decided later; they might be castle guards or large-town guards only, or they might only attack monsters. But there will be guards.

PostPosted: Tue Jan 09, 2007 3:09 pm
by Vitriol
they add life to the towns. Arguably old xenimus had an empty feeling to it and it was kinda cool but I dont think the game we are making should feel empty at all. Towns need guards, and NPCs to make them feel alive.

PostPosted: Tue Jan 09, 2007 3:21 pm
by Serenity
I agree, but I do believe that all towns people can give mini quests..

NPC "hello and your name is?"

Player "<name>"

Npc "Oh, Hello <name> would you mind doing me a favor?"

Player "not at all"

NpC "Awesome could you go and pick up some supplies from the <name><where> if you do this ill give you so much money"

player "okay"