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Revised Summary: For Diggo11
Hope you like it!
HIDEOUTS
The proposal:
A network of hidden areas to be discovered by multiple players as oases used throughout the game as a haven/protection system.
The Set-Up:
The initial set-up can be set tow different ways:
1) Just a random bonus that appears on the report after working on a job
2) A built-in programming (part of the game) into the system which can be conquerable by different players from different towns.
Since option 1 would not work as a "King of the Hill" situation, I prefer option 2. This system is to be located throughout jobsites, and the maximum amount of different hideouts to be found at a site is 3 buildings. (NOT by the same player, just as a built-in spot).
To prevent abuse, you can revisit a hideout only once every twenty-four hours (NO matter how many hideouts you have found), and it will give you certain bonuses and protection depending on which type of hideout you have found.
The Rules:
There are three types of hideouts: Burrows, Sheds and Log Cabin. If another hideout is found at the same site, then the player has the option of choosing between the two.
Dugout: -50% energy required for job.
Shed: -25% energy required for job and the motivation doesn't decrease.
Log Cabin: -50% energy required for job and the motivation decreases by 50% of normal rate.
Dug-out: Gives duel protection for first 1/2 hour
Shed: Gives duel protection for first hour
Log Cabin: Gives duel protection for all 2 hours
Hideouts aren't for individual players but for their towns, although townless players still have access to them. This means it only takes one town member to discover it for the whole town, and another to lose it for the whole town. Multiple towns may use one Hide Out. Although if two people (from different towns) try to use it at once, a duel occurs (also two people from same town may use at once). The loser is kicked out and their town may never return, but the winner can stay on. If it happens to be a townless player (or a player who can't duel) he/she automatically loses.
You will need a basic certain skill level to find the hideout as a prerogative, depending on the job. Let's say if a level 41 player builds ranch houses, he would need at least 20 hiding to even firstly have a chance to find the hideout. These requirements will be based upon difficulty of job and the corresponding requirements.
2 Hideouts are located at every job (out of the 3, what determines the type of hideout will be random). You have a 1% chance of discovering a Dugout, 0.5% for a Shed, and 0.25% for a Log Cabin (BUT chances will slightly vary by job). You may only discover Hideouts in your towns region (townless players can discover anywhere).
On the map, a job with a found hideout will be outlined in red. When opening the job screen (to begin the job) you have the option to activate hideout. This can't be done while the job is in the queue or in process, only whilst selecting it.
Diggo11’s excellent mock-ups shown below:
http://img13.imageshack.us/img13/555...gplace1lu0.jpg
http://img26.imageshack.us/img26/956...gplace2xi8.jpg
http://img13.imageshack.us/img13/578...gplace3lp0.jpg
http://img11.imageshack.us/img11/927...gplace4kc1.jpg
Other Points:
-If 2 people from the same town are using the hideout simultaneously (both with the ability to duel), and another player (able to duel also) enters, then the dueler from the other town will duel the person with a level in his range.
-If a townless player enters a hideout while a player (able to duel) is using the hideout, then the townless player automatically loses that hideout, but has ½ chance (than of previously) to rediscover the same hideout. (Benefits of joining a town!)
-IF there is 3 players each from a different town (and able to duel), then the players in the hideout will have the ability to duel each other in a regular 10 minute duel (similar to a saloon), but otherwise the players will have all duel protection from outsiders.
-There can be hidden quests (with small rewards) found rarely at these hideouts.
Hope you like it!
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