GENERAL CONCEPT: - Development is driven by players - Most locations, items, and methods of gaining/spending EXP are developed by players - Chatting, exploring, and interacting are free, but development of locations and objects have limitations Locations placed in a 2d grid - Center location (0, 0) is Ether Core - Core is default location for thoughts - Core is default location for new players (like a lobby) - Any other location is described with an ordered pair, e.g. (-10, 25) Action Points (borrowed liberally from UrbanDead.com) - One AP is gained per hour (can store up to 5 points) - If in a residence or a hotel and sleeping, can store up to 10 AP - AP are spent on building developments, special actions, and as an 'entrance fee' Buildings / Nature: - Thinkers can create a new building at an unoccupied location once per three months - Upon making a character, one must wait three months - A minimum of three thoughts must be posted to Ether for each building built - 'Reservations' may be placed on unoccupied spaces, with a description of what you want to build - Other thinkers spending AP to speed up your reservation let you build it sooner - One AP = one week less - Reservations are not strictly enforced, and can be violated by other Thinkers as long as location is unoccupied - Multiple reservations can be placed on a single location - Developments that can be made to a building for one AP each: - Locking door (one key) - Make copy of key - Grant another thinker co-owner status (and title, such as Museum Curator or Groundskeeper) - Set entrance fee - Windows (allows adjacent buildings to be viewed while inside) - Create text descriptions from various perspectives: - From street - From lawn - Upon entering - Upon exploring - Name and describe up to 20 rooms/locations - Upon leaving - Upload images to be paired with any of the above perspective-descriptions - Set an alarm at a location, so that owner is alerted if someone takes any item (including thoughts) - Item generators (see below) - Install mailbox (lets others leave messages for you) - Stereo system (description of building will now include a music description, which can be changed at any time) - Adjacent buildings may be connected if they share owner(s) - Building types: - House - 5 AP to create - AP cap raised to 10 while sleeping - Windows, locks, and 2 descriptions free - 1 image free - Can have up to 5 findable items - Hotel - sleeping bonus applied - owner collects EXP - owner is charged monthly rent and building is closed if owner can't afford payment - closed hotels can be purchased by anyone for AP and EXP - Owner sets fee for overnight stay - Commercial - 10 AP to create - Can have up to 50 findable items, discount rate at creating items - Windows OR locks free - 3 descriptions free - 1 image free - EXP rent charged every month - Owner sets item costs - Nature - Explicit list of location types: forests, caves, parks, fields, lake - With 'camping' skill, sleeping raises AP cap to 7 - Owner can set entrance fee - Museum / Gallery - 10 AP to create - 10 free descriptions - 10 free images - Rent charged - Owner can set entrance fee Items - New items can be suggested through a form - Item availability: - Stock (availability not restricted) - Location-specific (only available at specific locations) - Unique (a set is created all at once) - Item rarity: - Items have a maximum findability rate (100% for common items, 5% for rare items) - Creating item generators: - Pick a location that you own (e.g. My Kitchen) - You are given a search rate, between 5% and 100% (e.g. 75%) - You divide that up between available items - Example: 75% - Can of Mountain Dew (75% chance of finding a can, no chance of finding anything else) - Example: 50% - Can of Mountain Dew, 25% - Can of Sprite (twice as likely to find Mountain Dew) - Example: 5% - Lightsaber, 10% - Knife, 10% - Frozen turkey, 25% - Can of Mountain Dew, 25% - Can of soup - Item use is broadcasted to nearby thinkers - Items have preprogrammed properties, descriptions, and pictures - Each item has an encumberance factor (1% for small items, 100% for something like a refrigerator) - Skills/powerups/items can increase how much you can carry Thought locations - Thinkers may move their own thoughts from place to place - Thoughts are 'picked up', stay in inventory, and can be placed, or given to other thinkers - (Optional) Thinkers may move any thoughts that they find EXP (optional) - Gain EXP from posting thoughts (1 per) - Gain EXP from reading thoughts (1 per 10) - Gain EXP from getting comments (1 per 10) - Skills (using any costs one AP): - Pickpocket (make roll, take item from someone's inventory) - Zippers (automatic defense against successful pickpocket attempts) - Find thought (make roll, find location of thought regardless of whether it's picked up or not) - Find thinker - Create animal (once per month, make roll, create animal description) - Telepathy (speak with thinker regardless of location) - Teleport Self - Teleport Other - Find people (find nearest active thinker) Example animal programming: - Programmed responses: - Being attacked - Being greeted - 9% "Hi!" - 90% "(barks)" - 1% (drops an item) - Being picked up - Once per half-hour, may move N spaces on its own - Chance of moving is lower if in home or near owner, higher if displaced Optional combat mechanics: - Players can opt-in to be part of combat (otherwise, they can't be injured or injure anyone else) - When killed, players lose an AP and get teleported to a graveyard - Various weapons and unarmed attacks can be used against other people - Firearm combat - Player must find and stock up on firearms and ammo - High rate of damage, but chance of missing or gun jamming - Melee weapon combat - Damage amount and attack success rate depends on weapon - Bad weapons are common, good weapons are rare - Unarmed combat - Basic punch/kick attacks are available to all - 'Attack cards' can be found and collected - Attack cards can be played at any time during combat, and chained together - Some attack cards have special effects - Examples: - Headbutt: Does guaranteed 5HP damage, but leaves player dizzy for 10 seconds - Roundhouse: 75% chance of doing 2d6 damage, drops to 10% if drunk - Fuck Off Kick: 40% chance of moving opponent 1 square away - Drunken Boxing: 75% chance of doing 2d8 damage if drunk