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by Learpabru
Mon Oct 31, 2011 9:10 pm
Forum: Site-Wide Rules/Guides (Please Read!)
Topic: Tycoon Mode
Replies: 13
Views: 10733

Re: Tycoon Mode

Oops.
by Learpabru
Mon Oct 31, 2011 8:55 pm
Forum: Site-Wide Rules/Guides (Please Read!)
Topic: Tycoon Mode
Replies: 13
Views: 10733

Re: Tycoon Mode

Actually, you're reading the suggestions. Get back to reading the rules and tell me on Y!M when you're finished. -_-
by Learpabru
Mon Oct 31, 2011 8:45 pm
Forum: Site-Wide Rules/Guides (Please Read!)
Topic: Tycoon Mode
Replies: 13
Views: 10733

Re: Tycoon Mode

Dude, read the first sentence. It's an option . . . for civilians. -_- It's not an option for regular characters because a regular character that can't fight isn't a regular character; it's a civilian! Duh. If a character follows this format to become pathetic in battle, but economically powerful, it obviously stands that the character is designed as a civilian in tycoon mode. I swear, Bill . . . -shakes head-
by Learpabru
Mon Oct 31, 2011 8:36 pm
Forum: Site-Wide Rules/Guides (Please Read!)
Topic: Tycoon Mode
Replies: 13
Views: 10733

Re: Tycoon Mode

Um, for one, Fangodorn isn't even a civilian, so I don't see how this is relevant to him in the least. -_- If you're saying that you built him to start with way too much in this barracks of his (as compared to the limits that are mentioned in the bordered section), yes, you should tone down his starting inventory. I honestly have no idea what your issue is because a) I'm unfamiliar with Fangodorn, as he's still such a work in progress, and b) I'm not really sure what you don't understand. It could be anything, given the fact that you don't actually read things.
by Learpabru
Mon Oct 31, 2011 7:47 pm
Forum: Site-Wide Rules/Guides (Please Read!)
Topic: Tycoon Mode
Replies: 13
Views: 10733

Tycoon Mode

Note: This has been moved to the rules and guides because it is now in effect. The thread will still express the idea as a proposition, but it is currently enacted.

This idea for an option for civilians occurred to me recently. It's not different enough from normal civilians to justify another group, but I think that it's a decent deviation. As it stands, a character, civilian or not, starts with $300. There are other basic limits to what one can have right from the start, such as the following:
You can't have such goods to sell that you could very easily have $1,000 or so right after starting. That would eliminate the point of setting the limit of $300 from the start.
If you start with a vehicle, it's a sub-par one that could really use some more fuel or otherwise has significant drawbacks (e.g. it runs on solar power, but has a small battery that starts almost empty and will therefore take a long time of charging up just to go a fairly short distance).
You can't have a farm, a grand cottage, a massive airship, et cetera from the start. If you want to get into real estate, you can go build something or have something built for you. If you want a farm, start fencing off land to till. You don't just immediately have things that automatically bring in money without work.
You can't have an ability that magically cuts prices of whatever you buy or such like that. If you want to haggle, do so, but you can't just have an ability by the name of "Haggle" to guarantee low prices.
You can't have so much food that you won't have to spend any money for many in-game months or the like. Go ahead and start with a month's worth of this, two months' worth of that, enough for 3.5 weeks of this other thing, and so on, but with those measurements being for how long you could get by on balanced meals (i.e. the two-month item would last for two months if you had enough for two months of the other things, too), or whatever, but you'll have to start paying for food before very long.
You can't have so many allies that you can just have them sign up for work with you to get tons of money with such ease. If you want an army of pikmin to help you with everything, go get a pikmin onion and get to work!

Most of you are familiar with these sorts of limits; you know what I'm talking about. My idea is that we show some extra leniency on some civilian chars, those that are specifically designed for "tycoon mode," with some other limits in place. The main idea is that we'll have some characters that are all about economic gameplay, but have some disadvantages to go with their advantages, making them be able to get money easily, but have to buy their way through everything.

I'm thinking of characters that operate on a system like this:
+ can start with more money, like $500 or $1,000
+ can start with a decent, but not excessive stock of wares
+ can start with a vehicle that is less sub-par, but still nothing impressive (less like a solar moped, more like a hydrogen engine skateboard)
+ can start with a lackluster place/farm/whatever (could be a small apartment complex, a cozy, little cottage, a small farm with a little livestock/crop, a nice ship, a homey shop, et cetera)
+ can have abilities that benefit them practically, but still not such things as "all prices for me are halved" or whatnot
+ can start with a bit more food, but not too much (more like 1.5-3 months of whole meals)
+ can start with a multitude, but still not a terrible number (a ship crew, a band, a circus, a construction crew, yada yada), of allies (Pikmin, pokémon, and chao can still be obtained normally. The civilian can go to a pokécenter to get its starter, can get a chao key to start there, and can travel to the Onion Fields to get its first onion.)
- deplorable stats (like, as bad as normal people or worse) that will necessitate escorts for relatively safe travel, lots of breaks when traveling, very risky gameplay when in the presence of any danger, insufficient hunting capability, and little ability to doing things without help in general
- little to no combat-oriented abilities (maybe a spell that's exceedingly costly, but has a low power factor, an almost decent wind-up punch, or something), running on the necessity of help
- may have negative abilities to hinder them more, still on the fact that they'll need help with things
- as a result of the last three factors, will often have to shell out money for resources and assistance via private agreements and guild missions (go to the Grigori, donate to the guild, ask for help, Grigori writes up a mission to help you, post it on the Bill Board, wait for answers)

Gameplay for these civilians would be less "play house"-y and a bit more "set junk up to stay alive and progress economically"-y, as you can see. Does this sound like something that we could implement? I'll make up a quick example of such a character, so you can see just how this would go. While I'm doing that, don't hesitate to post your thoughts on the subject.

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