Jobs
The Position List:
- Banker
- Food Supplier
- Doctor
- Mining Operator
- Blacksmith
- Carpenter
- Banker
Changes:
1. Savings will handle out a lesser amount /100 instead of /10.
2. Banker can turn on or off the loan feature.
3. Banker will be able to set whether or not is it /100 or /10.
4. Banker can turn on or off the savings feature.
5. Banker will be able to be attacked by other players.
- Doctor
The doctor implementation is by far the best one that I have made. It does its job quite well.
New Features to Add:
1. Curing Illinesses.
2. Learning which illiness the doctor can cure.
3. What illiness the doctor can learn to cure will depend on intelligence and level.
- Food Supplier
Formerly Gardener
I had to change the name since the gardener didn’t grow anything and was more like a food supplier in description anyway. The food supplier will work like the gardener, except for a few things that I found where too much of a hassle.
Changes:
1. Allow the Food Supplier to set the modifier based on the level.
2. Set the maximum of the modifier can hand out. That way, there is always a food that gives level 1, even if the person is level 4 person.
New Features:
Queue: The queue will be in place when the food supplier is gone for an extended period of time and will automatically fill in the amount that the food supplier sets.
- Mining Operator
The mining operator was set to replace the outposts, but I have a new idea instead of doing that. Every player can be a mining operator and it doesn’t take place over the job. Since it will be its first implementation, there will be problems with bugs and the design. These will have to be worked out over the course of testing, feedback, and play.
Features:
1. Miner can mined only a certain amount per day.
2. What is found is randomized in what metal it is and the quantity.
3. Miner can buy defenses to further defend the mine from theives.
- Blacksmith
The Blacksmith will create weapons for the players and then sell them. The blacksmith will gain the materials from the mining operators and then process the materials and then create the the weapon from that:
Buy Raw Metal -> Process (Str dep Level) -> Create Weapon.
The quanity of the raw metal depends on mining operator level, so the final strength of the weapon is dependent on the level of the Mining Operator (which the Blacksmith can’t control, but can buy from higher level miners) and the level of the blacksmith. The level of the blacksmith increases with each weapon created. There will be an overall experience for creating any type of weapon and a weapon type level, which will further increase the strength of that weapon. That would allow a high level blacksmith to create a moderately powerful weapon for something that the blacksmith never created before.
- Carpenter
Houses:
Houses store weapons and armor and can be attacked or broken into.
Builds houses and further the defenses of the city. It takes the carpenter to build the defenses and how much defense depends once again on the level of the carpenter.
Possibly Related Posts:
- Calibre Improvements
- DragonU Bug Tracker Dev – Milestone 1
- Dragon MVC
- Why I Contributed to WordPress
- DragonU DB Component
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