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- toaster Assassin
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- Location: Sitting at the front desk of the universe and holding the key to unlock your mind.
What would be an interesting feature would be where your character has to buy a compass and/or map in order to see/and or use it. A feature like that was used in the Hitman series, Minecraft, Gothic series and Risen. If a feature like that was placed, then the player could buy different types of maps (town maps, trade routes, treasure maps or world maps), this as well for different types of compasses. Just a thought.
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i like that idea. It seems realistic and would fit into the kenshi universetoaster Assassin wrote:What would be an interesting feature would be where your character has to buy a compass and/or map in order to see/and or use it. A feature like that was used in the Hitman series, Minecraft, Gothic series and Risen. If a feature like that was placed, then the player could buy different types of maps (town maps, trade routes, treasure maps or world maps), this as well for different types of compasses. Just a thought.
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- toaster Assassin
- Posts: 1186
- Joined: Thu Sep 29, 2011 6:27 am
- Location: Sitting at the front desk of the universe and holding the key to unlock your mind.
It would act as a good supplement for trade and exploring, plus it would be another necessity to save gold for.
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SynysterOne
- Posts: 297
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I think maps would be an amazing idea.
And it wouldn't be a one time purchase.
With new trade routes and towns/outposts popping up, and some towns dying out, it would be something you would have to buy every so often so as to have an up to date one.
And it wouldn't be a one time purchase.
With new trade routes and towns/outposts popping up, and some towns dying out, it would be something you would have to buy every so often so as to have an up to date one.
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- toaster Assassin
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- Location: Sitting at the front desk of the universe and holding the key to unlock your mind.
Maps becoming outdated would be a great idea, this way the character would have to either keep exploring to update the map or buy a one. What ever the way is, the player would have to DO something in order to maintain an up-to-date map. So that would mean that the maps would have to be pictures of the worlds' current state taken at the time of purchase (i.e you buy a map and you get a current image of world as it currently is) rather than a dynamic self-updated map. In order for trade routes to be mapped there would have to be set trade routes (maybe more than one, and they switch off between towns.
Anyway, the feature could work like this:
Press map button.
an interface pops up that is similar to inventory, but has a slot for maps,compasses, and maybe other things (hour glass for in game time?) .
This interface could also be used to view quests, or notes.
you drag a map image from map inventory and place onto map slot, you then see the map image on another interface screen (like another grey square).
Maybe you can write on it?
Dragging a compass onto compass slot activates compass icon in upper right corner.
Many games have probably used this format, but I think that it would be efficient. This format would allow the character to access multiple features at once(one click and interface with quests and item inventory), control what elements they can monitor through what items they purchase (hourglass:real or game time, map: current location, compass: direction, Quest log: quests are recorded, ect..) and would provide additional stores,people and items for the player to interact with and/ or buy.
Anyway, the feature could work like this:
Press map button.
an interface pops up that is similar to inventory, but has a slot for maps,compasses, and maybe other things (hour glass for in game time?) .
This interface could also be used to view quests, or notes.
you drag a map image from map inventory and place onto map slot, you then see the map image on another interface screen (like another grey square).
Maybe you can write on it?
Dragging a compass onto compass slot activates compass icon in upper right corner.
Many games have probably used this format, but I think that it would be efficient. This format would allow the character to access multiple features at once(one click and interface with quests and item inventory), control what elements they can monitor through what items they purchase (hourglass:real or game time, map: current location, compass: direction, Quest log: quests are recorded, ect..) and would provide additional stores,people and items for the player to interact with and/ or buy.
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Hi all !
Good ideas.
Treasure maps as random loot drops from desert bandits would be a nice feature.These treasure troves would have to be randomly generated each new game.
I don't have much trouble with the map as is,but a compass to get a heading would be much appreciated.
Trade maps would be fantastic,as I plan to pilfer as many trade routes as possible,and could also be dropped from the wandering cavaran masters as loot.
Temper
Good ideas.
Treasure maps as random loot drops from desert bandits would be a nice feature.These treasure troves would have to be randomly generated each new game.
I don't have much trouble with the map as is,but a compass to get a heading would be much appreciated.
Trade maps would be fantastic,as I plan to pilfer as many trade routes as possible,and could also be dropped from the wandering cavaran masters as loot.
Temper
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SynysterOne
- Posts: 297
- Joined: Wed Oct 12, 2011 10:04 pm
Temper wrote:Trade maps would be fantastic,as I plan to pilfer as many trade routes as possible,and could also be dropped from the wandering cavaran masters as loot.
Temper
This, if you were to do something like this, then the trade routes should change after an amount of time.
Or maybe, if you made sure no one got away alive, they wouldn't find out for an longer amount of time.
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I've been here waiting.
Wed Oct 12, 2011 5:04 pm
I've been here waiting.
- toaster Assassin
- Posts: 1186
- Joined: Thu Sep 29, 2011 6:27 am
- Location: Sitting at the front desk of the universe and holding the key to unlock your mind.
I looked at my last post (static maps over dynamic ones),it would be too complicated ( and time consuming ) to do. However, I think it would be still great if the player actually had to buy the map/and or compass. Such an idea would still open up new stores (and goods )and can help with quests (i.e. treasure maps,trade routes, city maps and world maps).
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Semper fidelis amplus crustulum!
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Yeah, just wanted to state that, too. I think it would be better to have a basic map of the terrain (which won't change over time) with several optional (buyable, discoverable, ...) overlays like trade routes, secret hidden mysterious spots, caverns, towns. Then you could turn the layers on/off to keep the map nice and clear. Works well in google maps.toaster Assassin wrote:it would be too complicated
Totally agree. Items that change the UI is cool. I like the idea of the map overlays. Things like Fallout's Pipboy 2000 always make me feel more connected to the game. Like your character is the one messing with his own Pipboy instead of you just clicking through an info spreadsheet.
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SynysterOne
- Posts: 297
- Joined: Wed Oct 12, 2011 10:04 pm
IF the map is going to have towns and trade routes on it, you can't get around having it update.
Towns are going to be created and destroyed.
BURNED to the ground, GONE.
So whether it's your map constantly updating.
Or the ones you buy in the shop.
It has to be coded in.
Just disconnect your map, so it's not updated when the vendor ones are.
Towns are going to be created and destroyed.
BURNED to the ground, GONE.
So whether it's your map constantly updating.
Or the ones you buy in the shop.
It has to be coded in.
Just disconnect your map, so it's not updated when the vendor ones are.
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I've been here waiting.
Wed Oct 12, 2011 5:04 pm
I've been here waiting.
- toaster Assassin
- Posts: 1186
- Joined: Thu Sep 29, 2011 6:27 am
- Location: Sitting at the front desk of the universe and holding the key to unlock your mind.
Wait, are NPCs going to be able to create towns? I am looking forward to burning them down, but will they be built somewhere else?
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)
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SynysterOne
- Posts: 297
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Yes.....
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The impression I get is that every single npc and all of the various groupings of npcs all the way up to the empire level with an emperor at the top will have their own motivations and goals. I don't know how far that will go with wars and such, but I believe they will have to be started by someone or something instead of just being spontaneous occurrences. You as the player should be able to start a war with or between nations.
I can only see repeatedly having to purchase new maps as a big annoyance and not really offering up much benefit. You also will probably be controlling a few or a lot of characters, and it wouldn't really make sense to buy maps as inventory items for individual characters, or to buy maps for the specific benefit of your great overseer.
I hope exploration is at least a small part of the game, too. Anyone played Freelancer?
I hope exploration is at least a small part of the game, too. Anyone played Freelancer?
- toaster Assassin
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[quote NZJenkins said: ]can only see repeatedly having to purchase new maps as a big annoyance and not really offering up much benefit.[/quote]
I don't like the idea of repeatedly buying the same map either (changed my view in earlier posts) but I like the Gothic series idea that you have to buy the maps rather than start with one. Basically it would add to the game (and possibly quests) ,because then you can buy things like treasure maps or trade routes and discover things that you may have missed.(If you are the type that likes to stumble upon things then you don't have to buy a map, it would be an option).
You would only buy the maps for your main character (they are the ones who are "calling the shots" technically) and the whole "inventory interface" would just be a means of switching maps.
If there are different type of maps (i.e. something like a treasure map) then it would be an enticement to go exploring, and plus most treasure maps would be found, not bought.
I believe that actually buying the map would create a better experience than just starting with one. To be honest I think that the way the world map functions should stay as it, but the map itself should be bought. Same thought if a compass is implemented for the game. Why should the player just be given full knowledge of all the locations and routes (at start), shouldn't such a ability be for those who invest in the obtainment of its information? I liked the feel that Risen and Gothic had set. When your character just began they did not already have full knowledge of where they were gong, until they asked around and were given/or bought a map . (Mainly it was the player who decided on how they received/obtained the information around them,they had to work for the knowledge).
Just for the record, this whole map thing is just an idea.
I don't like the idea of repeatedly buying the same map either (changed my view in earlier posts) but I like the Gothic series idea that you have to buy the maps rather than start with one. Basically it would add to the game (and possibly quests) ,because then you can buy things like treasure maps or trade routes and discover things that you may have missed.(If you are the type that likes to stumble upon things then you don't have to buy a map, it would be an option).
NZJenkins said: You also will probably be controlling a few or a lot of characters, and it wouldn't really make sense to buy maps as inventory items for individual characters, or to buy maps for the specific benefit of your great overseer.
You would only buy the maps for your main character (they are the ones who are "calling the shots" technically) and the whole "inventory interface" would just be a means of switching maps.
NZJenkins said: I hope exploration is at least a small part of the game, too. Anyone played Freelancer?
If there are different type of maps (i.e. something like a treasure map) then it would be an enticement to go exploring, and plus most treasure maps would be found, not bought.
I believe that actually buying the map would create a better experience than just starting with one. To be honest I think that the way the world map functions should stay as it, but the map itself should be bought. Same thought if a compass is implemented for the game. Why should the player just be given full knowledge of all the locations and routes (at start), shouldn't such a ability be for those who invest in the obtainment of its information? I liked the feel that Risen and Gothic had set. When your character just began they did not already have full knowledge of where they were gong, until they asked around and were given/or bought a map . (Mainly it was the player who decided on how they received/obtained the information around them,they had to work for the knowledge).
Just for the record, this whole map thing is just an idea.
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)
Semper fidelis amplus crustulum!
Kenshi forum rules: (We will assume that you have read this).
Semper fidelis amplus crustulum!
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