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About Sasqaucth

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  1. Er, ehm... I can give an explanation of something from that time period, but currently trade officials monitor trade via computers. the feeling i was going for was more: Players aren't the only people, just the only ones that matter.
  2. Renadi, i feel like something may not have been explained clearly enough when i first wrote out the entire thing. The set economy is something players can choose to do or not to do based on their government or affiliation. If a group of people decide they want to protect the value of a material they have, they can tell merchants of their faction what prices have to be. the system would tell the other players when a merchant had gone out of bounds in a way, so that the prices can be enforced, because otherwise why make the restriction at all. This encourages players to actually start a black market or soem sort of shady buissness in the back, rather than just killing their trade.
  3. TFC as a Technic Pack entry.

    2 pages later... Why is this conversation still in suggestions?
  4. The economy wouldn't be limited, but a city/kingdom can set a price range for merchants of their nationality, while others will have to lower their prices because of competition. then, you get into real complicated economic cross-overs because of rare-goods that can only be bought from certain people. The prices on those are gonna be so jacked up it'll be ridiculous!
  5. Natural disasters

    I think if natural disasters like volcanoes a fore mentioned and earth quakes were to be possible, we'd need to have fault lines generated. that would impact settlements majorly, cause now going and just setting up a city wherever would be impossible (Well not really, but natural disasters sure would deter settlement.)
  6. I posted this suggestion in the Kingdoms Thread: "Going back to my flags suggestion... What if we had a more complex system, which may be busywork or just plain boring. First off, you have individuals, flags that protect your stuff and blocks, making it a bit harder to get into/destroy. This may make a need for, get ready, lock picking That way the need and want to be a bandit is there. Next, there should be Family flags. I think that families would fit into the TFC time-zone pretty well. A family would be described as a group of players to small to be a town, but larger than two. After that, you could have township flags, which operate differently. Instead of any stranger being debuffed while in you flag's area, the town can designate trust levels. This may affect breaking speed, ability to open chests, and the price of goods. As a side note, I think that trading should have a shared interface between players. Trading should also be affected by how you establish your colony/ kingdom's government. To build off that, Finally you should have Kingdom flags that have that trust system, but instead of individuals it should be faction wide. Trade is majorly impacted by these flags, causing prices and goods to be different based on faction relations, affecting faction's merchants, and maybe incite some war. Finally, there should be mobile flags about the same size of the Individual flag, but affect's a whole faction, for those on the go merchants and gypsy's. Another thing I see as a problem is overuse of a flag or the creation of another faction's flag. Each "citizen" of your faction should have papers that allow them to craft the flag, and lose durability in the crafting bench. The papers should come from multiple families creating a shared emblem specific to them, and them only. I leave size of flag effect, the debuffs, and crafting recipes up to you guys, but keep this in mind: Individual Flag- Cheapest, Smallest Faction Mini Flag- Cheaper, Smaller Family Flag- Cheap, Small Town Flag- Expensive, Bigger Kingdom Flag- Most expensive, Biggest Also come up with a way to make the emblem unique and endless possible combination's, because I can see where it can cause some restriction of the number of factions."
  7. Kingdoms Brainstorming

    Ahem, Aladdin.
  8. Post your story!

    Every English Profeesser in Canada and the Northern Half of America died of brain asplosions. EDIT:
  9. Alchemy

    P.S. When we figured out more about atoms, the philosophers stone basically went, ahem, poof.
  10. Kingdoms Brainstorming

    And how do you suggest that? A game can't control a person and cause them to think things. For example, getting thrown in jail by another faction. It doesn't affect you personally, only your character, and that is before we assume that there aren't just a bunch of trolls and greifers who don't give a damn about playing the game, but only annoying others. What do you do then? EDIT: Is 1SDAN trolling me by liking every post I make?
  11. [Clarified] Gardening

    Unless we can think of a real use for flowers and sugarcane, other than what we have, then there would be no point except for aesthetic purposes. If Bioxx could implement Herbs and a larger Variety of dies, then gardens would become a nessciety. maybe when a new damage system is introduced. EDIT: check this out
  12. Sewers

    *Puts up suggestion, goes to bed* "Shit, i'm sick and i don't wanna get up." Hours later... *Turns on computer and opens suggestions* A second page overnight! WA!!!
  13. Kingdoms Brainstorming

    ^Lol. Also, while I want TFC to be believable, and I'm sure everyone else does, some believability has to be sacrificed to have game mechanics that make sense. Maybe a reputation system is set up, so that when "you see" a flag, your character knows not to mess with that stuff, or becomes frightened to the consequences, making it "harder" for them to break blocks or steal things.
  14. Sewers

    ... I wouldn't want indoor plumbing the size of 1 cubic meter multiplied by whatever, and i'd rather have something that didn't just have laggy entities floating about until they despawn
  15. Sewers

    New Idea: I want plumbing in TFC. Not our modern day stuff, but more like the Roman things with Aqueducts and bathhouses, and where the wealthy had their own indoor water.Help me expand on this please!