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4.0 Dwarf Capital Planning/ideas ((Ooc))

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xSPULLERx

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This is a point that we never really focused on as a nation. There needs to be room for private expansion of guilds within the city walls. To keep people staying, you need to let them make something that is there own, something they will have a connection to here. A guild house is a fine way to get a group of rpers together that have reason to stay together.

 

Something that needed to happen to complement this was the ditching of all the pointless kingdom guilds which do nothing.

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LOA

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Something that needed to happen to complement this was the ditching of all the pointless kingdom guilds which do nothing.

I think a good fix would be to allow them to go independent, excluding the newly founded Rememberancer/Clergy guild. The ones that can survive the test of time, will be the ones that are truly guilds.

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A town inside a mountain with lots of tunnels etc. And a "real" dwarven mine! (Everything that dwarves love should be added) A giant bridge should lead into the town, the gate could be outside the mountain or inside the mountain, started with a cave entrance.

 

The dwarven capital should be the most epic town on the map. (Because dwarves are rich little men) I seriously want that dwarves already get a ton of rp instead of spreading it out.

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But the legion, yemekar's pick, and the smiths are necessary. The ones most useless are the rememberabcers and clergy. However they are good for RP. Perhaps we need to enforce the guilds more as a permanent occupation for each Dwarf and construct an advancement tree to them as well? As for Private guilds... Those are mainly guilds from outside the Dwarves. We already have the basic 5 guild types covered. Unless there is a major variation amongst then. I think we should properly I force clans in its place and create permanent clans as well as a new Dwarf group. Such as Meanking's idea of the clan "Clanless". For new players.

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The markath idea flows nicely with what we are trying to achieve. A compacted city but with enough space to feel much larger. A city that is naturally defend-able but modifiable enough to create strategic opportunity. A city with easily accessible areas but the imposing restrictions on more classified areas such as the Legion areas, or the vaults. The tiered mountainside city is a great idea, but we must make it look natural but man made. LOTS OF NATURAL DESIGNS. For example huge walls in the front of the city with a earthen arc of stone that forms the top of it. 

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City Type: Mix
 
Entrance: Underground
 
City Concept: Role - play
 
Other Suggestions: Big ass Obsidian gate, big arena NO LAVA EVERYWHERE THAT LAGGY PIECE OF ASS -.-

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City Type: Inside an extensive Cavern, Ores litter the walls but are too high to mine.

Entrance: In the mountain, a good system that stops unwanted visitors

City Concept: Why not have the Church central with the Shops and Taverns circling it? Like a town square?

Other Suggestions: Make it look Dwarven and High-tech. I am quite a good builder, I wouldn't mind helping out with this in spare time.

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Hey Bardel, I think we're set on a city common to Markarth design.  If you want it to be underground, I think you'll need a bit more persuasion.

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We have to remember that we will most likely be forced to build the majority or at least half the city in game. So we should think of what is essential in the city design, through evaluating what we've actually used in our past cities. Then thinking of the building we shall actually build in game. For example Throne Room, Temple and so on so forth. Thereby allowing us to get the most time consuming builds out of the way. I think we should use the format Lago once proposed in a thread for essential buildings that make up a city. Then expanding off it, looking back and thinking if it's truly needed or not. Or if it needs to be pre-built. I mean a well doesn't really need to be pre-built, since it's not hard to build. But it's all optional.

 

Moving on, I'm really digging the Markarth Idea. It's not boringly flat, and although it's mainly outside the mountain it does have an internal part. For those hardcore Dwarves who just want to diggy diggy hole all day long. My only worry with this is would it work out in minecraft. So I propose some people if they're willing make build concepts. Posting it on this page so people can judge, seeing it for themselves if the concept really works out. It would also be nice if once the 4.0 maps world painted, we could get a copy of the area we would be working on. So people can mess around with designs for the area. 

 

In regards to more private areas, I would agree. People like to do their own thing, we should support that. So what if we have criminal groups moving in? We have the Legion for that purpose. Being a guard is boring without any crime or criminal groups to watch out for. Part of the reason why at one stage we hanged around Vaerhaven quite a bit.The stalls for Azgoth looked beautiful... Well for minecraft. Yet they weren't really nice to use. We need to think more of usage rather than simple looks. Although looks do play a crucial part in any Dwarven City. We need to be really careful this time as well, taking into consideration the future development of the city. What will future players want to do with it? Will they dig further down? Will they build more on the mountain side? I think this time there shouldn't be large caverns, the deep roads concept was nice. Yet it was never finished. It was half built, even so it was nicely done. If we do it this time I suggest it's an ingame thing. So how about the underground being largely untouched? 

 

The Mountain or rather incline does  make thing interesting. Flat cities, tend to just be tedious. No incline to see something specific, just everything there. No exploring or hidden parts of the city... I would like to suggest we have pistons around the city for secret passageways that act like alleys. Making chases fun and plenty of things for new players to explore. We can also ask players if they have any lore ideas for the city that we could implement. Maybe some creature in a maze underground?  Or maybe ruins underneath that lead to an ancient Dwarven Mystery? Some rp events that will connect Dwarves to our nation and make them more involved. Giving the Dwarven Nation is purpose back. To provide rp for the Dwarven players.

 

Thoughts?

 

(Sorry for any errors, I'll correct them later. Edit: I'll post a brief summary later for those who can't be bothered reading a giant wall of text.)

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But the legion, yemekar's pick, and the smiths are necessary. The ones most useless are the rememberabcers and clergy. However they are good for RP. Perhaps we need to enforce the guilds more as a permanent occupation for each Dwarf and construct an advancement tree to them as well? As for Private guilds... Those are mainly guilds from outside the Dwarves. We already have the basic 5 guild types covered. Unless there is a major variation amongst then. I think we should properly I force clans in its place and create permanent clans as well as a new Dwarf group. Such as Meanking's idea of the clan "Clanless". For new players.

 

Legion and Yemekar's Pick I can agree with, but that is really not my decision, it's for the current dwarves in power to decide. I only said the Clergy/rememberancers is because they deal almost exclusively with the dwarven nation and they are already of small number and would not be able to support themselves without the crutch of the nation. The thing about private created guilds is that it gives players something to build on and make they're own. Its a concept we never really applied that other nations have.

 

I do however give you mad props for your work on the Legion and how you transformed it to a powerhouse of not only power but structured RP with the advancement, constant practices and "honor system." I believe if we should keep these other guilds that we should hold them to the same standard and requirement that you brought the Legion to.

 

As for clans, I like the idea of forcing people into clans. Clans are definitely what we need no more of...

 

 

We have to remember that we will most likely be forced to build the majority or at least half the city in game. So we should think of what is essential in the city design, through evaluating what we've actually used in our past cities. Then thinking of the building we shall actually build in game. For example Throne Room, Temple and so on so forth. Thereby allowing us to get the most time consuming builds out of the way. I think we should use the format Lago once proposed in a thread for essential buildings that make up a city. Then expanding off it, looking back and thinking if it's truly needed or not. Or if it needs to be pre-built. I mean a well doesn't really need to be pre-built, since it's not hard to build. But it's all optional.

 

Moving on, I'm really digging the Markarth Idea. It's not boringly flat, and although it's mainly outside the mountain it does have an internal part. For those hardcore Dwarves who just want to diggy diggy hole all day long. My only worry with this is would it work out in minecraft. So I propose some people if they're willing make build concepts. Posting it on this page so people can judge, seeing it for themselves if the concept really works out. It would also be nice if once the 4.0 maps world painted, we could get a copy of the area we would be working on. So people can mess around with designs for the area. 

 

In regards to more private areas, I would agree. People like to do their own thing, we should support that. So what if we have criminal groups moving in? We have the Legion for that purpose. Being a guard is boring without any crime or criminal groups to watch out for. Part of the reason why at one stage we hanged around Vaerhaven quite a bit.The stalls for Azgoth looked beautiful... Well for minecraft. Yet they weren't really nice to use. We need to think more of usage rather than simple looks. Although looks do play a crucial part in any Dwarven City. We need to be really careful this time as well, taking into consideration the future development of the city. What will future players want to do with it? Will they dig further down? Will they build more on the mountain side? I think this time there shouldn't be large caverns, the deep roads concept was nice. Yet it was never finished. It was half built, even so it was nicely done. If we do it this time I suggest it's an ingame thing. So how about the underground being largely untouched? 

 

The Mountain or rather incline does  make thing interesting. Flat cities, tend to just be tedious. No incline to see something specific, just everything there. No exploring or hidden parts of the city... I would like to suggest we have pistons around the city for secret passageways that act like alleys. Making chases fun and plenty of things for new players to explore. We can also ask players if they have any lore ideas for the city that we could implement. Maybe some creature in a maze underground?  Or maybe ruins underneath that lead to an ancient Dwarven Mystery? Some rp events that will connect Dwarves to our nation and make them more involved. Giving the Dwarven Nation is purpose back. To provide rp for the Dwarven players.

 

Thoughts?

 

(Sorry for any errors, I'll correct them later. Edit: I'll post a brief summary later for those who can't be bothered reading a giant wall of text.)

 

Lots of good points and good questions. Most of this would be in regards to whomever gets on the build server or if we even have one. But I do like your thinking about future generations of dwarves. That's the best part about the "above-ground" city. It is much easier to change and fit the purposes of future generations simply because there's a lot less rock to work through.

 

gk53T0x.jpg

 

 

We should have the Clergy/Rememberancers above the palace as like a temple. Like having the old deprecated dwarves a place where they can be called on for answers from the council about specific things. Just an idea.

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