Feature Request: Player owned Inns

The place to request or suggest new ideas and features.
Post Reply
NeoCat
Posts: 48
Joined: Mon Oct 27, 2014 5:55 am

Sun Aug 07, 2016 10:31 pm

I didn't see this one in the (admittedly limited) searching i did through the forums, so apologies if this has been posted already.

I would love to be able to designate buildings (and the beds contained within) as an a Rest stop for weary or wounded traveling NPC's. Rent would depend on the quality of the building (Size of the building vs How many beds you cram in it) and accommodations provided (Lighting, fans, cosmetic furniture, food, water, medical supplies also within the building). The potential tenants wealth (and size of entourage if any) would determine how much they are willing to spend on a bed.
Inns for simplicity sake should be considered "all inclusive" so that the price is fixed based on the accommodations. As an added bonus further on down the line you could add NPC criminals who fake reservations to swipe some food/supplies from unobservant players.

*Knock knock knock* Housekeeping? I come clean anyway."

Jake_j_a
Posts: 66
Joined: Sat Mar 23, 2013 7:52 pm

Mon Aug 08, 2016 6:14 am

I was thinking about that, a bar actually, but with beds for rent. Not as in-depth as what you posted but just simply a 'bar' building option for your own settlement that would be just like any other bar in any other town (used by NPC's instead of just your party...)

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Mon Aug 08, 2016 8:10 am

I second this, and I think I've heard some indication that players will be able to rent beds, but I won't be able to confirm that.

I would also add that as far as pricing, players should get to set their price, and the NPCs should be more or less inclined to rent a bed based on the price versus the overall value determined by things you suggested there. So a greedy player might set their price at 200 catans a night, but NPCs may simply pass. Meanwhile a price of 50 catans might draw guests from afar.

Rispek Cortez
Posts: 20
Joined: Fri May 02, 2014 9:45 pm

Mon Aug 08, 2016 9:41 am

I like it, I like it a lot.

This perhaps should go in a separate thread, but I would like to see more NPC in Player city type features. If they make the town management screen for this feature, it seems like a natural extension to create an entire town management screen.

- Allowing you to set wages for people who join your city guard, NPC's that guard gates, man turrets, and guard your buildings from thieves just like in NPC cities.
* also allowing you to set what factions/people your guards will kill/jail.

- Allowing you to set buildings up for sale/rent that NPC's can move into and set up their business, or use as a home.

-Allow you to hire shopkeepers, bartenders, laborers. Naturally all the actual crafting should be done by PC's if it is for the town as a whole. NPC's not hired by the player may of course craft what they want for their own profit (minus the following bullet point).

- Setting taxes, must have taxes!

TL/DR; I essentially would like the ability for Player cities to be indistinguishable from NPC cities, aside from the fact that people you control happen to live their as well.

Additionally; I would like to see towns you make able to be given to NPC factions, or taken by force, and become entirely NPC cities (I believe the second part of this is planned for the mass combat update). It would be nice to not be able to count on your town being still under your control if you leave it for an extended period of time (leading to mercenaries being much more important).

Jake_j_a
Posts: 66
Joined: Sat Mar 23, 2013 7:52 pm

Mon Aug 08, 2016 1:29 pm

All good idea's but you run into the problem of the player being able to do things the AI cannot, something Chris has expressed he specifically dose not want. However, perhaps faction-wide settings could be a solution, then apply those settings to the AI factions (ie the Player would have to pay the applicable taxes if they own a house/business in an AI town.) As for bed prices, that could be linked to the type of building selected for an inn/bar both in the AI and players towns. This would set the same base standard, at least, for player and AI factions, where the player would be able to adjust their own settings and the AI factions would be pre-set.

However, how much is enough and how much is too much. The game has already veered away from it's original RPG/RTS hybrid to more of an RTS with RPG features. That said, always: more choices = better.

NeoCat
Posts: 48
Joined: Mon Oct 27, 2014 5:55 am

Mon Aug 08, 2016 9:12 pm

Rispek Cortez wrote: This perhaps should go in a separate thread, but I would like to see more NPC in Player city type features...
TL/DR; I essentially would like the ability for Player cities to be indistinguishable from NPC cities, aside from the fact that people you control happen to live their as well.
I haven't checked recently but to the extent of my knowledge NPC residents in player made outposts was on the luxury features list so it is possible. However as Jake said, if the NPC's cant do it, the Cap'n isnt likely to let players do it. Taxes are more or less right out, but honestly when you start selling mass produced weapons who needs taxes. :P

I'm really hoping that NPC residents and workers becomes a thing someday. It would add a really nice "build it and they will come" approach to the game and would turn your band of warriors trying to eek out a living in a wasteland into an elite force with a supporting population (that you don't have to micromanage) that they are obligated to protect.

Jake_j_a
Posts: 66
Joined: Sat Mar 23, 2013 7:52 pm

Mon Aug 08, 2016 10:15 pm

NeoCat wrote:I'm really hoping that NPC residents and workers becomes a thing someday. It would add a really nice "build it and they will come" approach to the game and would turn your band of warriors trying to eek out a living in a wasteland into an elite force with a supporting population (that you don't have to micromanage) that they are obligated to protect.
This is pretty much a necessity if they intend to keep the base faction size limit at 30, even the hardcoded 256 would be limiting if taking over enemy cities, destroying enemy factions and becoming a world power comes into play.

NeoCat
Posts: 48
Joined: Mon Oct 27, 2014 5:55 am

Mon Aug 08, 2016 11:23 pm

Jake_j_a wrote:I was thinking about that, a bar actually, but with beds for rent. Not as in-depth as what you posted but just simply a 'bar' building option for your own settlement that would be just like any other bar in any other town (used by NPC's instead of just your party...)
Apologies for overlooking your comment the first time. Having a functional bar would be another good addition to the list of amenities that would improve the quality of the building as a whole while also performing a secondary role of selling rum/grog/water as well as foods intended for consumption after the tenant continues on their journey.

As an aside I thought up a few names you could label the various stages of building quality.
Lowest to highest.
Flophouse, Bunkhouse, Rest stop, Motel, Hotel, Tavern, Inn, Resort.

Couple of those might be a little lack luster but you get the general idea.

Rispek Cortez
Posts: 20
Joined: Fri May 02, 2014 9:45 pm

Tue Aug 09, 2016 8:58 am

NeoCat wrote:
Rispek Cortez wrote: This perhaps should go in a separate thread, but I would like to see more NPC in Player city type features...
TL/DR; I essentially would like the ability for Player cities to be indistinguishable from NPC cities, aside from the fact that people you control happen to live their as well.
However as Jake said, if the NPC's cant do it, the Cap'n isnt likely to let players do it. Taxes are more or less right out, but honestly when you start selling mass produced weapons who needs taxes. :P
Don't be so quick to assume that 8-)

**Big Spoilers**



[Highlight and zoom in to read]
Check the trello page under "Nat", there is a neat little card called Outpost Raids. Inside that, among other things is, "Empire Taxes".

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 9 guests