Hey everyone. I've just been going over crazy ideas and suggestions that I feel might add to the mud. I remember when (Nyr I think it was) started a thread sorta similar like this about two years ago. A lot of ideas got bounced around, and it was actually a really good step I saw Armageddon staff take with the direction of the game, and I did see some of the ideas players proposed introduced some time later. Add your own ideas. Please try and keep it positive.
I'm going to start with the idea I kinda like the most. How to make House Tor a viable player clan once again. Ath had been asking about military clans a while back, and maybe reopening Tor. If I was to open Tor I'd make them essentially a small, semi-professional army, the Tor Legion, or just keep calling them the Tor Scorpions. Introduce an enemy, old or new, that actually -challenges- Allanak. Establish front lines, a border, give them a fort to live in, and the Tor Legion is the shield against this new enemy. They are only small in number, so obviously there will be holes the enemy can slip through and attack deeper into the Vrun. There's ten total villages I believe, 7 virtual. Make a few more of them less virtual, and more villages can be raided, defended, and so on, so the soldiers don't feel like they are just protecting sand. I'd use Tuluk again as the enemy, since the area all the way to Tuluk is actually built, but gith also make a really good enemy, even though people might be sick to death of them, because even with the mindless slaughter of NPCs, staff don't have to worry about players getting ultra loot all the time, cause it'll be stinky gith crap. Use scripts to have random times for these gith to push into the Vrun, so player patrols can randomly come across them, and won't need staff to animate. Having enemies to kill when staff aren't animating is important for off peak players too. Still keep a 2 noble cap. One a high ranking officer in the Tor legion, the other running the academy in Allanak. Have them rotate to do a tour every now and then to keep things interesting. Any criminals in Allanak that may face death in the pit or the arena that is not charged with treason or magick, may chose to join the Tor legion instead as a slave soldier. They get a slave mark and assigned a unit. If they somehow escape the fort, or flee from the unit in combat, they become wanted. No big deal. Keep it all IG. If only there was a clan that went after captured slaves? Bring back the Borsail Wyverns!
The Wyverns. If the current PC Borsail nobles want to recruit and run the Wyverns, let them. Make it all up to the PC's to recruit though. I'd rather the clan was open and there was an option, than just being denied and shut down if its having a low period of activity. Give it a cap of 5 PC's. All Wyverns could get access to work with the gladiator trainers, and train with the gladiators themselves as well, during times when there are no slaves to hunt down and capture, or any highborn to protect. Give some coded starting benefit to play a escaped slave. Have a extended subguild Escaped Gladiator Slave. Starts with slightly better bumps to combat skills, but must get slave tattoo, or even give them one advanced combat skill from the start. Downside, your name and basic description go on a Borsail board.
Noble Houses. Sometimes noble characters can live for ages, and other times they can make a big impact in a short time. I think thats good for the game either way. Nobody notices Amos the grebber go missing. Lots of people notice Amos the noble go missing, even if they are a junior noble. If nobles are dead, replace them as soon as possible, that is within an adequate time frame that doesn't spoil how they ended up dissapearing if it's not so public. The less nobles we have, hurts the game I feel. For one, there's less bigger events, as nobles have the power and capital to push such things, where normal PC's don't, nor really have a desire to. Two, there's more cause for other nobles to get bored, and lose interest, because they have no one at their level they can interact with. MCB. Screw MCB. I like CB more, and less death. Killing your enemy is so boring, but everyone has their own way of doing things. It's okay to lose sometimes. Learn from it and become stronger. You might hate your enemy when they are around, but they actually give your noble something to go against, because when they are gone, you have the downtime of having to get them replaced, which can be a while in between other role calls and such.
Oash Elites/Special OPs. I was going to say no to bringing them back since Oash does have their magickers, but screw that. Bring them back too. Maybe cap them to 3 or something though, just to keep a bit of a balance between the noble houses and the IG forces they have. Open the option at least, like I've been saying.
Open Role Calls. Make the roles such as Amber Wyverns, Oash Elites, etc. open roles, that players can app anytime as long as there is an opening? Keep the info updated on a new section on the GDB called Roles Available or something, or on the actual webpage a basic staff rolecall stating everything you'd need to include when you applied. Most of us who play lots know when a Sergeant is killed, and that there might not be anyone suitable to replace them IG. If players who want that role could just apply and get in much quicker than waiting for calls from staff, it might make for less stagnation IG. Not just replacing Sergeant roles either. Let them app in as Private rank equivalents.
Rinth. I do like the suggestions of making it bigger. I didn't find it very difficult to explore and learn actually. I didn't really find anything extremely exciting either during my time there, though I'll admit it wasn't very long, and I didn't get to develop a strong enough character to move around as I pleased without worry. I'm guessing, but I can imagine there are only 2 safe houses for the Guild? Don't answer. If there's more, great, but playing a PC Guild leader on another mud, I remember working my way from the bottom, and slowly gaining exciting new places to hang out and access. There was a recruit safe house, a senior safe house, a sewer safe house, and even a safe house in a little village out east. What does that even matter? It was rewarding to me and kept me wanting to rise in rank. You'd gain better access to gear in different places, picks, poisons, so on. I'd really like to see more merchants about the rinth, and actually give players a reason to go shopping there, instead of just selling random bits of crap no one actually buys. Loading different gear, items from Tuluki clans that can't be gotten anymore, being stolen up north and fenced in the south, only available to rinth players might be nice. I'd move the Screaming Mantis to sit in a more central position, and have it at the end of the path directly entering the rinth. Make it a completely neutral zone, with no fighting at all, enforced by tough m'f'ers. Run something like the Continental in John Wick. Add apartments to the top of it. Add a fighting pit. Add a still. Make it actually be able to be run by a PC who brews moonshine to sell? (I've always wanted a bar owner PC in ARM). Add a Akai Sjir trader that sells the clans picks and gear. Add a whorehouse. Add more creatures to the rinth. A dangerous spider nest that can't just be wiped out in five seconds, bigger and nastier rats to kill, and so on. All these places though should have loot randomly loaded in them infrequently, to represent the population being dragged to them and dying within them. Makes for dangerous, interesting exploring, if the PCs want to take the risk. Make an ultimate enemy that the Guild, and the Elves might even have to team up for on occasion to wipe out. Base them in the sewers and make them tough.
New Guilds. Do we want other role options available? We have the new upcoming Gladiator main guild. I'd like to see other guilds added that relate to roles in game as well, and set them at like 4-5 karma. 4-5 karma I feel is justified because I don't feel new players should just be able to spec app them from the beginning, as these roles should require some world knowledge and experience before stepping into them. Call the guilds: Torscorpion. Borsailwyvern. Oashelite. Bynveteran. Each would start with all skills at apprentice, and maybe three-five journeyman ranks. They would be lifesworn roles however, and would face IG punishment for rebelling. Apps would be rejected when clans were at their caps.
Staff Animations to IG Player Actions. Suggestion to players - Get over the whole idea of "Staff set out to kill me". Well maybe you shouldn't have gone around slaughtering every single NPC in the rinth like some psycho, and force a world reaction that the other people there felt the need to mob up and stop you, which just so happens that staff have to be the ones to enforce. Keep that in mind. I have a feeling a big reason staff don't animate as much as they'd like to, is because certain players just want to go about twinking without being bothered and told "No, you shouldn't be doing that." I enjoy NPC combat with staff far more than I will ever enjoy PVP. PVP is mostly just code and brief spam and death, whereas the fights with staff often come with time to react and plan, and you can be afraid or brave in such situations, as you have the time because generally staff want US to survive and come out on top. At least I hope they do!
Senate Meetings. I've read some old senate logs (I never actually witnessed one myself), and they make for a great read. I can see them involving lots of staff effort, but I wish these still happened. I really do. It'd be great if it could be done on a smaller scale. I'm not sure how exactly, but if it involved the junior nobles, their aides, I think it would be a nice event to have returned to Allanak.
Arena. Nothing really to be said except I'd like to see some mounted combat. Maybe archery as well. I'm liking the way things are developing there. Gladiator PCs. Yay.
It's Alive. More random NPCs in the game world outside of cities. I could ride all around the Vrun Draith, and unless I enter somewhere, there's not a single NPC humanoid to be found, unless animated by staff and moved. It's kind of funny cause when I actually really think about that it's true. I know we have a lot of great scripts. Having travelers just go from one place to another with minor loot and goods at different times could do wonders. It could create more interesting adventures for raiders, or even militia and soldiers, who feel the need to protect these travelers when they patrol if they find them. In so many cases, I'd rather abuse be dealt with, than there be no opportunity, and so give players the benefit of the doubt to mostly do the right thing.
Evil New Race - The Khon.
*Tall, muscular, and humanlike, with a lifespan double that of a average human. Their technological innovations are genetically engineered and made up from living organisms. Khon derive pleasure from pain, and strive to alter their physical capabilities through organ augmenting. The Khon have no ability to use psionics or the way, and while most non-psionic races were long since deceased, the Khon have been able to survive because they are also immune to psionics, having the ability to supress psionic powers in other sentient beings, and even disrupt elemental magicks. The Khon have been buried and locked away from the races of Zalanthas since the time of the first Dragon. Once evil servants of the Dragon, their civilization crumbled when the empire of the Dragon was destroyed, and it forced them deep underground into the Undercity of Subterranea. Almost two thousand years past, they have finally resurfaced, and have a thirst to crush all opposition and rule the Known World.
Lets introduce guys like these and see how Allanak and Tuluk fair against them. I'd put them breaking out in the Known from Subterranea in the Red Desert somewhere.
Anyway. I've had my fun. I was bored.