oldmess wrote:One of the reasons in the original post seemed to be the issue of "why visit an outpost". So putting NPC's in towns for this purpose sort of defeats that that point.
Ah yes, good point. I concede.
oldmess wrote:for me, Ballistic's OP is ideally located for that as it's within spittin' distance of a nice dig field I use. Of course, the Kinchers are within half-spittin' distance.
New building idea: A huge karavan artillery canon that can be used to clear out any spawn within spitting distance of the outpost
marct wrote:It would also be cool to have a certain type of building that is available on each of the specific name types. (eg. Maybe a border post can have a guard tower, but no others can, a farm can have some kind of material farm, etc.)
That's an excellent idea. Allow me to make a list of all outpost types along with some possible suggestions for their unique building.
Strongholds would have military buildings like that guard tower or that artillery canon. Personally when I say "guard tower" I'm thinking that both players and NPCs can sit inside it and get a huge protection bonus while still being able to fire ranged weapons and spells out the windows, but there's other possibilities too.
Farms could have a foragers post that broadcasts a focus regeneration aura into the surrounding area, allows for the storage of a number of materials, and where you can hire forager NPCs to dig a number of mats for you on the nearest resource field.
Trade Posts could have the merchants we've been talking about. Or if we want those to be available to all outposts, then trade posts could have a special marketplace that offers guildmembers even better prices than would normal markets at 100 fame.
Workshops would give some bonus to crafters. A bonus to focus regeneration just like the farm for one thing. And then perhaps increased chances of succes while crafting inside the workshop, along with a chance of a random bonus much like the new crafting items give.
Diplomatic Outposts could have ambassadors from the 4 civilisations, the 2 factions and the nearby tribes (owning guild would decide which ones they want), that give out missions with a larger fame bonus than any normal mission givers. They also slowly increase guild fame just by being there.
Research Centers.... could have some kind of university building, broadcasting an aura that increases experience gain of guildmembers in the surrounding area, with trainers inside offering a few unique stanzas, and giving small amounts of experience over time to players sitting afk inside (like DP ticks off by itself slowly).
Magic Pole. I'm at a loss here, what's a magic pole supposed to be? Some building increasing the sap and spell power of guildmembers is all I can think of. And that would have to have it's effect everywhere in the world then, since if it only works near the outpost it wouldn't be nearly as usefull as my suggestions for the other outposts.
Border Posts kind of seem like the 'generic' outpost to me. A border post could have a lot of functions, from military to diplomatic to trade. So maybe they should simply have the option to be a little of everything?
Only problem with a system like this is that currently some outpost occur much more frequently than others. If I recall we have almost no magic poles or research centers. And with only 28 outposts available currently, there's no room for this much diversity anyway until we get a lot more.
marct wrote:Also, I would love to see the lore that you can read at the outpost show who took it from the rogues, and when, and if they get kicked off, when that happened, etc.
Yep, also a good way to add a little ambiance.
One other idea I'm throwing into the group for discussion: Every guild, no matter how many outposts they have, can only build one of every type of outpost building. This encourages guilds that have multiple outposts to use them for different purposes, and also discourages guilds from claiming too many outposts.