Zoric 9 ideas and suggestions
Zoric 9 ideas and suggestions
i currently have little idea of what to do for zoric 9.
but, i am thinking of making it sorta like the game candy-land.
all buildings and vehicles will be retextured to look like thier made out of candy, items will be renamed to be more like candy. it might be a simpler economy too.
but, i am thinking of making it sorta like the game candy-land.
all buildings and vehicles will be retextured to look like thier made out of candy, items will be renamed to be more like candy. it might be a simpler economy too.
I personally dont like the idea of having a mini "Candy Land" world but hey zaroba its your island lol.
Here are my suggestions
100d=1s
Make the island terrian flat
Make building supplys like bricks/planks/etc just like in Zoric 8
change the max tax to 15% ( *cough warlord* )
Bring back stock market
Hire more OP's
bring back weapons but buildings cant be torn down by them
100 or less active players make max jobs 5 and over 100 make it 4 over 175 make it 3 max jobs
All I can think of now. Sorry to hear about zoric 8 man.
-=Blaze=-
Here are my suggestions
100d=1s
Make the island terrian flat
Make building supplys like bricks/planks/etc just like in Zoric 8
change the max tax to 15% ( *cough warlord* )
Bring back stock market
Hire more OP's
bring back weapons but buildings cant be torn down by them
100 or less active players make max jobs 5 and over 100 make it 4 over 175 make it 3 max jobs
All I can think of now. Sorry to hear about zoric 8 man.
-=Blaze=-
Caveman Days (with Monkeys)
OK, Zar, here is my two sense:
Start the Island where we are all caveman "monkeys also" and only allow us to have a few buildings, like rocks, berry patch, water, no houses, etc. then when there has been enough play time and wealth by the players, let them discover fire.
Once fire has been made, then let the players work on the wheel or the lever. using items such as bones rcoks, and other hand tools.
Once the wheel is discovered then wood then houses then markets and stores .
Here is the kicker, Don't populate the whole list of buildings. At first only a few "maybe five to ten. Add a new set "five to ten" of buildings as the players reach the major goals such as fire, tools and the wheel, lever, farming, fishing, boats, carts etc.... As you add more buildings to the dbat, allow the beginning buildings to be distroyed or abandon. For example, who wants to live in a cave and eat berries when you can be living in a wood house eating T-Bone steak? By distroying the beginning buildings, you will be able to re-populate them with new modern buildings. What I mean is if you have reached the max building in your dbat, then allow the berry patch and the cave house to self distroy. This will keep new buildings coming into the game with out notice which will keep all the players guessing on which line of work will be the best and most profitable.
thats all for now,
DUDE
Start the Island where we are all caveman "monkeys also" and only allow us to have a few buildings, like rocks, berry patch, water, no houses, etc. then when there has been enough play time and wealth by the players, let them discover fire.
Once fire has been made, then let the players work on the wheel or the lever. using items such as bones rcoks, and other hand tools.
Once the wheel is discovered then wood then houses then markets and stores .
Here is the kicker, Don't populate the whole list of buildings. At first only a few "maybe five to ten. Add a new set "five to ten" of buildings as the players reach the major goals such as fire, tools and the wheel, lever, farming, fishing, boats, carts etc.... As you add more buildings to the dbat, allow the beginning buildings to be distroyed or abandon. For example, who wants to live in a cave and eat berries when you can be living in a wood house eating T-Bone steak? By distroying the beginning buildings, you will be able to re-populate them with new modern buildings. What I mean is if you have reached the max building in your dbat, then allow the berry patch and the cave house to self distroy. This will keep new buildings coming into the game with out notice which will keep all the players guessing on which line of work will be the best and most profitable.
thats all for now,
DUDE
Why leave it in tau ceti?
it'll get more visitors in cirrus minor
before it moved to tau ceti, it was an active, always populated bustling economy.
alot of that will need to be programmed. like the storage not counting towards max types and needing to own a building to own a plane.
it'll get more visitors in cirrus minor
before it moved to tau ceti, it was an active, always populated bustling economy.
for some reason, in a new topic, quequa wrote:i like the idea of a harder longer running zoric..more in depth......like grages for cars that require tune -ups...oil changes...tire changes ..ect......also hanges for planes...these types of building dont count toward max types..make it so u cant own a plane unless u rent or own a hanger or grage....or make it so people can steal ur cars while ur offline and lieave ur car sitting ..lol
i would like to see maufat...and indy..more complaxe..(harder to run)..like the farms seem to be. cars and planes should have wepons to...have safe areas that dont take damage....then have arears that u can blow eash other up..that would make it more fun for thouse that just got to shot something lol
Buildings like factorys shold requie more that planks to build to...well look forward to playing new zoric...
alot of that will need to be programmed. like the storage not counting towards max types and needing to own a building to own a plane.
hehe
there is such a fast way to travel bettwen planets that you cant imagine
and every noob can get it
you just have to start in cirrus minor then go on biplane where you get the 15gc
then you go in the spacestation and buy the infimp drive thats all.
Tthen just tipe the name of planet in it and there you go its like a teleportation drive hehe
very easy to get and to use
there is such a fast way to travel bettwen planets that you cant imagine
and every noob can get it
you just have to start in cirrus minor then go on biplane where you get the 15gc
then you go in the spacestation and buy the infimp drive thats all.
Tthen just tipe the name of planet in it and there you go its like a teleportation drive hehe
very easy to get and to use
ok. i like dude's idea and i have seen that wanted/suggested many times since i started playing.
so zoric 9 will be based around that.
it will slowly advance, and have weapons included with it. buildings will start out crappy, and have low armor. weapons will be weak. maybe only like 5 buildings to start. as time advances, other stuff will be "invented" and more buildings added. it will be upto players to upgrade thier buildings by desteroying the old stuff and making new stuff.
it will start out with maybe cave houses, bushes that make berries, maybe a well to get water from, it will be incredibly easy. thier will also be a fireplace that makes torches which is a weapon, the tourches can be used to destroy each others buildings. they will have.
as for advancement. i'm kinda thinking of a research type building that will be added and players need to "research" to get more stuff. maybe at the cave period, wheels could be researched and when made, i'll add a vehicle industry and change the researched item. maybe add multiple items so different stuff could be researched at once, like steem engines or electricity or metal working. same for weapons.
although nobody will be forced to upgrade, older buildings will become more and more worthless as better versions come out. i.e. when a new house comes out to replace the cave, the poor health conditions of the cave will become apparent, they will start making chemicals, slowly to show you thier not worth having and to provoke players to upgrade. other stuff will produce slower, or at a higher cost. although still usable when 1 thing comes out to replace it, by the time thiers 2 or 3 newer replacements out, the older stuff will probably be completly useless. that cave that only made 1 chem every 30 days when only 1 newer thing was out might make 1 chem every 1 day when thiers 3 newer houses out.
also, older stuff probably wont be buildable after a 2nd or 3rd new thing comes out.
if the bdat fills up, then the oldest things will be removed, and any existing on the island will be destroyed without refund.
the building list will also say the year it was introduced. so it'll be easy to tell how old something is.
so zoric 9 will be based around that.
it will slowly advance, and have weapons included with it. buildings will start out crappy, and have low armor. weapons will be weak. maybe only like 5 buildings to start. as time advances, other stuff will be "invented" and more buildings added. it will be upto players to upgrade thier buildings by desteroying the old stuff and making new stuff.
it will start out with maybe cave houses, bushes that make berries, maybe a well to get water from, it will be incredibly easy. thier will also be a fireplace that makes torches which is a weapon, the tourches can be used to destroy each others buildings. they will have.
as for advancement. i'm kinda thinking of a research type building that will be added and players need to "research" to get more stuff. maybe at the cave period, wheels could be researched and when made, i'll add a vehicle industry and change the researched item. maybe add multiple items so different stuff could be researched at once, like steem engines or electricity or metal working. same for weapons.
although nobody will be forced to upgrade, older buildings will become more and more worthless as better versions come out. i.e. when a new house comes out to replace the cave, the poor health conditions of the cave will become apparent, they will start making chemicals, slowly to show you thier not worth having and to provoke players to upgrade. other stuff will produce slower, or at a higher cost. although still usable when 1 thing comes out to replace it, by the time thiers 2 or 3 newer replacements out, the older stuff will probably be completly useless. that cave that only made 1 chem every 30 days when only 1 newer thing was out might make 1 chem every 1 day when thiers 3 newer houses out.
also, older stuff probably wont be buildable after a 2nd or 3rd new thing comes out.
if the bdat fills up, then the oldest things will be removed, and any existing on the island will be destroyed without refund.
the building list will also say the year it was introduced. so it'll be easy to tell how old something is.