Delivery Office
Posted: Fri Jan 27, 2012 11:06 pm
I would like to introduce an idea that was realised in a Mud I played in the past.
Namely, in that mud, there were bounty hunter offices in each city. There, one could declare a player to be "hunted" and pay an amount of money he\she thought would encourage other players to finalise his\her offer. Of course, those offices were also the places one could go to and check, who was currently "on" the bounty list. To prove that a bounty hunter completed a mission, he\she was to deliver the head of a hunted victim as a token. Then he\she would be paid exactly the amount as it was stated in the offer.
However, as this idea seems to be highly invigorating for a PlayerKilling (although many Underdark characters would probably gratefully accept that), therefore I would like to change and expand the possibilities of such system.
Mainly, I wish not to focus on arranging character death simply by paying a bounty hunter - in fact, I thought of rearranging the whole "pay for demise" concept into "pay and wait for your order to be realised". A great example is Express Deliveries, which concerns quest deliveries, not, however, character-declared deliveries - and here is where the concept comes into play - the new idea regards enabling players to make delivery orders on a normal, gaming basis, not just a quest basis. Let's consider an example:
"A cook from Waterdeep has the urge of obtaining a lemon for his lemon juice. So he goes into the 'Delivery Office' and declares that he would pay 1 gold to whoever delivers it first. So he gives 1 gold to the Delivery Office clerk and checks everyday the Office in hope that someone has accepted the task and fulfilled his\her part. Meanwhile a so-called "delivery hunter" enters the Office, presents such lemon and redeems his 'bounty' in exchange."
I hope I presented it clearly.
I am aware such implementation would certainly shrink some players' willingness to travel to distant places, while others might feel encouraged to take up a long journey.
Now, I come to the conclusion that it is better to leave the things as they are.
Nevertheless, I believe that the presented concept will spring new ideas to the readers.
Thank you for your time.
Namely, in that mud, there were bounty hunter offices in each city. There, one could declare a player to be "hunted" and pay an amount of money he\she thought would encourage other players to finalise his\her offer. Of course, those offices were also the places one could go to and check, who was currently "on" the bounty list. To prove that a bounty hunter completed a mission, he\she was to deliver the head of a hunted victim as a token. Then he\she would be paid exactly the amount as it was stated in the offer.
However, as this idea seems to be highly invigorating for a PlayerKilling (although many Underdark characters would probably gratefully accept that), therefore I would like to change and expand the possibilities of such system.
Mainly, I wish not to focus on arranging character death simply by paying a bounty hunter - in fact, I thought of rearranging the whole "pay for demise" concept into "pay and wait for your order to be realised". A great example is Express Deliveries, which concerns quest deliveries, not, however, character-declared deliveries - and here is where the concept comes into play - the new idea regards enabling players to make delivery orders on a normal, gaming basis, not just a quest basis. Let's consider an example:
"A cook from Waterdeep has the urge of obtaining a lemon for his lemon juice. So he goes into the 'Delivery Office' and declares that he would pay 1 gold to whoever delivers it first. So he gives 1 gold to the Delivery Office clerk and checks everyday the Office in hope that someone has accepted the task and fulfilled his\her part. Meanwhile a so-called "delivery hunter" enters the Office, presents such lemon and redeems his 'bounty' in exchange."
I hope I presented it clearly.
I am aware such implementation would certainly shrink some players' willingness to travel to distant places, while others might feel encouraged to take up a long journey.
Now, I come to the conclusion that it is better to leave the things as they are.
Nevertheless, I believe that the presented concept will spring new ideas to the readers.
Thank you for your time.