Trolling, as usual...
Too busy to do much more than read these things, unless inspiration strikes. You almost have me hooked here. I will think about it.
Well
@Lokai now I gotta at least try to hook you in
hah
Right now we have 9 potential professions we want to implement into our shard. Below is a quick description of what we want to do with each. For those with more than one idea the prior one is more likely/possible and more important at least at first.
Farmer - 1: (like above) Ability to plant seeds, water/tend them and then sell the crops for gold.
2: Can rent specific farm housing with fields to plant crops
Harvester - Bonus to gathering resources (mining/lumber jacking)
Rancher - 1: Bonus to hide and meat collection.
2: Can rent specific ranch housing with penned in areas where cows/sheep/goats spawn
Guard - 1: Receives a damage bonus against criminally flagged players.
2: Create a system of auto-teleport option to bring the guard to the scene of the crime if the guard is in the city the crime takes place.
Shopkeeper - 1: Ability to set up vendors.
2: Manage NPC vendors in their houses adjusting prices as they wish
Caravan Master - 1: Able to purchase a pet "Caravan" like a strong pack animal.
2: Able to check city vendor prices on all items in real time
Merchant Marine - 1: Able to purchase a merchant boat that has a larger hold and stronger hull
2: Able to check city vendor prices on all items in real time
Adventurer - Access to a quest NPC for PvM quests
Sell sword - 1: Access to a "job board" system that Caravan masters and Merchant marines could post to looking for help protecting their goods during transport.
These 9 profession all play into the fact that we want to change how UO is played. These jobs will be where the majority of gold is earned on the shard. We want to implement a dynamic economy where the laws of supply and demand are in play. This is the basis for how the professions play into it. Heres an example:
If a city by a mountain has large stocks of ingots, due to harvester players (miners in this case) selling to NPC vendors, the price per ingot will be low, but across the map a city on a jungle island has very few ingots in stock the price will be high. A merchant marine player checks the prices and sees that buying in the mining town and selling in the island city would make for a big profit. The merchant marine buys a large stock of ingots and sends out a contract for local sell swords saying he will need their services and offers X amount of gold, 10% on taking contract and rest of gold on completion. The sell swords take contract and come to mining town to protect the ship from both NPC and Player pirates/bandits. Upon reaching the island city the merchant marine heads to the NPC vendor and sells his ingots for much more than he bought them.
Farmers and ranchers play a role as food will be important, putting a debuff in place to players who are starving/thirsty
Adventurers will be out PvMing, not for gold, but for specialized resources and rares that can be used by crafters to make exotic weapons/armor/items
Other changes we are discussing:
Players will rent housing in cities/towns as opposed to building their own, this will centralize people to local areas and creating a sense of community.
Towns will have faction like abilities where an elected official can place taxes and war other cities.
-Taxes will pay for guards (which will not be auto-whack, but will teleport to the area like normal NPC guard.) we want different tiers of NPC guards available to towns from weaker ones to nearly omnipotent guards.
- Taxes can also go to town growth (which wont be an implemented mechanic but will take place with devs, whereas a small town wants a blacksmith shop the dev will take a payment and resources (boards/wood/ingots) and build the building for them. Walls for protection from NPCs monster invasions will also be available for a price)
Magery will become a rare and very powerful skill to have. Training it will be a pain and regs will be expensive. We want the rare GM mage to be a god among men,
Lastly were trying to come up with ways that towns can have spheres of influence but were still brainstorming that.
Well I hope that this post piques your interest or anyone elses who would want to get involved and help make this a reality.