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My Ideas for a better UD

Posted: Tue Dec 30, 2014 11:11 pm
by Bimbobasher
I'll give anyone full permission to post on this. Whether the Dev team reads those is up to the team. By proxy they should at least read the initial post.

I see no point in complaining about anything unless there's an alternative or way to solve the problem. I'd put in the man hours myself to help this suggestion take root if need be.

I suggest we have more districts, though keep them attached to Andunor. Andunor has a lot going for itself, and it is almost near perfection in it's design, allowing for surface/UD interaction, racial/religious interaction, slaves, outcasts, you name it.

However just two districts is not enough, so here's my suggestions:

First, is that we have more districts, at least two. This will:

Allow races a chance at having their own place, but not enough space for every race as that destroys conflict.

Allows for true bids on the four resource areas(the ship, farm, mines, and outpost). This gives every district a chance at one of those resources, and in a perfect world, each would own one. if you wish to take it further, then simply add more resource areas, and more districts, but at the most only three extra districts and no more... otherwise conflict is non-existent.

Second, ALLOW surfacers to vote in and become citizens of one district(in this case best to use the Sharps). This will encourage and increase the desire for surfacers to come down and take part in UD affairs. It allows characters like Ann Thrule and Azuilah to retain their hard-earned control. It adds to the flavor of the UD overall, and will serve to balance out the numbers.

Third, DISALLOW the surfacers and outcasts from voting in the other three districts(with the exception of those already entrenched in said districts). This will keep surfacers from gaining a complete and total foothold on the entire city, while allowing characters like Va'sarra Xun'viir to retain her hard-earned control.

Fourth, put a couple small buyable areas within the Exile caves. This allows the other races that lose out or don't get to control the districts, or exiled characters, actually have a place to live outside of those districts while still in the city.

This all can be achieved thanks to the beauty of the Hub, and the East/West wheels. Added area transitions will allow transport to any of the four districts without the need to traverse through another(good for exiled characters).

So with this set up:

You have less complaints from the players of an entire race, and even if so, those races will be the minority instead of the majority.

You allow Surfacer/Outcast interaction, and allowing the one district votes gives them a reason to come and care.

Being cramped into one single city(Andunor), you allow for a certain amount of forced interaction through having to pass by each other, while still giving space just enough for hated/exiled characters to hide from their enemies.

So hopefully this helps, and as I have offered before, I'd always be willing to help in any way. I'm sure those who remembered from the old forums that saw my area creations liked what they saw.

and for those that didn't, I still have my old pics in Photobucket, and here they are:

My idea for a more integrated Drow city(Pitropolis):

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This one was called the Goblin Hive, which had the leaders home at the peak:


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This one was Granitehold, home of the Duergar:

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And finally, Spore Valley, home of the Svirfneblin:

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Re: My Ideas for a better UD

Posted: Sun Jan 04, 2015 4:19 pm
by Artos13
Duly noted. Though keep in mind, the current design is intentional that there isn't big sprawling home territories for everybody. Think this:

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