Dwarves in Round 3

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Do you like the new Idea for this system?

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Dwarves in Round 3

Post by Gontuzic on Thu Dec 02, 2010 3:47 am

NOTE: This is potential not written in stone. If it does not carry through Thats a bummer. But Considering Me and Ardogen are definitely going to be Dwarves next round There is a higher chance it will.

Branching off from the central hub that is likely to be provided by PurpleSkull there will be Four Large Hallways roughly 10 Width and 5 height. These hallways will go on indefinitely in all Four directions. These Hallways will be the superhighways of the Dwarven nation and they will link the major sectors which will be listed bellow. Each sector will be a branch off of the superhighway their entrance will include a 4x4 pathway leading to a 2x2 iron combination lock door.






Each member of the Dwarven nation will be given the combination to each sector. Newer Dwarves will not get every combination immediately, this is of course for griever protection.
On a side note, The main entrance will also have a combination lock that will be reset by walking over a specified pressure plate. This means when you enter the city the doors will shut behind you. There will also be a exit only door. which will allow you to leave the city closing the door behind you. All Dwarves will be provided the entry sequence.

All Moderators and admins will be provided the entry sequence as well. This will allow new Dwarves to enter the city if no Dwarves are online. Non-dwarven personal who are neither
moderators nor Admins may or may not be provided the entry sequence into the Dwarven city based upon the level of trust that is emanated from the user. Trusted Users who are not admins nor moderators such as Nimphix, Goldmarine, decibert and a several others will of course be provided the code of entry. But being that they are not Dwarves, they of course will not have every code to each sector.


Major Sectors
1. Slums - The housing sector for the new Dwarves as they get a feel for the city. If the new Dwarves are remain active they will be eligible for housing in the commons.
- Slums will be mildly regulated but will have quite a few rules.
- houses must be single story and cannot exceed 3 blocks high and 5x5 in size.
- Crime within this sector will not be reported to admins nor will anyone care.
- BE WARNED Crime taking place within this sector will be considered in allowing you into higher tiers of the Dwarven city.
- No one outside of the Dwarven Faction Who is not a Admin or Moderator will be allowed in this sector at ANY time. I am also requesting that Admins and Moderators do not physically interfere with anything that happens in this sector. If The members in this sector are in fact breaking server rules Admins and Moderators will always have the right and there will be no objection from ANY dwarf if rule breaking members are banned.
- When You are eligible to move to the commons and you choose to move to the commons you must remove any claims to property
Including signs.
- When you move new dwarves may either take over your "house" or demolish it to build their own.
- If you are proven to not be active, your property will be taken back by the state.
- Acceptible building materials for the slums are: Dirt, Gravel and Wood. this includes all applications of wood. Meaning you can have wooden fences for windows and wooden doors.
- You may build houses on top of other houses
- no private mines will be allowed. There will be a single public mine




2. The Commons - This is the Sector where New Dwarves are Officially accepted into the Dwarven family. This is also where most of the Dwarves will have their homes.
- You no longer have to have a cruddy house. Your house can be up to 13 blocks high. Your house can now be built with :stone, cobble stone, Glass, wood, halfsteps and you may use Iron doors and simple switches.
- your house may be 10 x 10 in size.
- your house must be connected by the road.
- You cannot use gravel and dirt to build the exterior of your house.
- DONT SPAM LAVA especially since it kills now.
- Crime in this area will be dealt with and if it is severe enough it will be reported.
- Private mines will be allowed with permits. (this is merely for construction and expansion sake. Last thing we want is someone digging a few blocks down to fall a thousand feet to their death.)
- Small monuments are allowed to be built here.
- Do not build outside of your designated area.
- Build ALONG the road. ( we don't want someone build in some awkward space taking up unnecessary space that is very valuable to dwarves unlike them surfacers. >_>
- Foreigners May be allowed in this area when they are escorted by a dwarf; Trusted Foreigners may be given special permission to enter unescorted at any time. Moderators and Admins will always be welcome.
-
3. Trade District - This is where fellow dwarves will make their shops and stores.
- All Dwarves are welcome to come here.
- Trusted foreigners are allowed to come.
- All persons eligible to enter will be given the combination.
- Only dwarves living in any housing sector above the slums sector are allowed to build shops.
- Dwarves in the commons may have one shop in this sector
- Dwarves in the Nobles sector may have two shops
- If you are caught stealing in this sector, You will be banned from the dwarf nation if you are a foreigner. If you are a Dwarf living in the slums, you will be reported and requested to be banned. If you are living in the commons or higher your house will be torn down and you will be thrown into the slums and reported as a thief and you will be considered as a new dwarf. If you are seen in any other sector during this probationary period you will be requested to be banned. once you get back to the commons you will not be able to advance to the nobles section unless 7/10th of active dwarves decide to nullify your past crime.
- Shops cannot be larger than 6x6 and should be no taller than 10 blocks high.
- monuments can be built here.


4. Noble District
- This sector is for the Advanced members of the Dwarven Faction that have Contributed more than enough to the city's well being.
- Houses may be built using any material available to Dwarves as building materials, excluding dirt and gravel.
- Houses may be 15x15 up to 18 blocks high and may utilize water, and lava (still dont over do it) within their given land.
- All crimes will be reported.
- Private mines are allowed to be built as desired (without permit) but are limited to one. (Mine still should be noted.)
- Monuments may be made in this sector.
- your house must be connected by the road.
- Do not build outside of your designated area.
- There may be several Noble Districts depending on how the population migrates.
- Foreigners will not be allowed in here without an escort.
- Moderators and Admins are able to enter at any time.
- Dwarves not living in the this district may enter alone with permission or by escort.

5. Imperial District. - This sector is where the Palace, bank, Barracks, and Library are located.
- This district is mostly for monuments. Preferably make monuments functional, such as the palace and library and such.
- This will be where Guild halls will be located.
- Guild halls may be 20x20 and 23 blocks high.
- Crimes in this district will be reported and They will be labeled "request immediate investigation followed by ban."
- Moderators and Admins are welcome to enter at any time.
- Foreigners are allowed in here under escort.
- Trusted Foreigners will be allowed to explore this area if given the code
- All Dwarves atleast living in the commons will have this code.

6. Arena District This is exactly what is says. The Arena district is the district in which the arena is located.

- Monuments related to war will be here.
- The Jail will be here
- The arena which must have atleast a middle of 50x50 rounded is here.
- All are able to enter this district. (Debating if this should even have a code)
- All crimes will result in death.
- this area should be as shady as possible.
- Labyrinth will be located here.
- Prison break event will be held here.
- Push arena will be here.
- Arena may be converted into a spleef.
- Dungeon master event will be held here. (dungeon master - player sets up traps for contestants, Contestants must gather the required items and escape the dungeon before they die.)

7. Ancestors District. -District specifically for monuments to the ancestors, Including the hall of the ancestors.

- monuments specifically for ancestors.





-------------------------------------------------
Note when I say the halls will go on indefinitely... I don't mean keep digging and digging and digging for no reason. It will continue depending on how much land we need. Any time we need to expand, these tunnels will be where we start the expansion.
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Re: Dwarves in Round 3

Post by Gontuzic on Thu Dec 02, 2010 3:48 am

I can answer any questions to help clarify.
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Re: Dwarves in Round 3

Post by TargusSirius on Thu Dec 02, 2010 3:59 am

So am I welcome to become a Dwarf next round? Razz

This is fantastic!!
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Re: Dwarves in Round 3

Post by Guest on Thu Dec 02, 2010 4:10 am

Amazing.

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Re: Dwarves in Round 3

Post by goldmarine9 on Thu Dec 02, 2010 4:27 am

Those sound like some really great ideas, I imagine their will be alot of complaining from the new guys but thats expected. I can't wait to see how it pans out when you actually try it.

One thing I think you forgot but I could be wrong, what about the embassies?
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Re: Dwarves in Round 3

Post by gobbo1008 on Thu Dec 02, 2010 5:28 am

Gont? You just made me want to take the picking and be a Dwarf.
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Re: Dwarves in Round 3

Post by eternjc on Thu Dec 02, 2010 8:33 am

I like this idea -it sounds like Dragon Age's Dwarves - so as a Nord, I'm posting in your forum.

The only thing, Gont, how many people do you think will occupy each residential district? Are there really enough dwarves to justify all three? Or will the Noble district contain only the scarce few?
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Re: Dwarves in Round 3

Post by Tyrantblack23 on Thu Dec 02, 2010 9:12 am

I think this will work speldidly and if we are going to add a trade distact I am proposeing a currency system since you are our leader gontuzic I wll PM you the way I think it should work unless you already have one implemented

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Re: Dwarves in Round 3

Post by Gontuzic on Thu Dec 02, 2010 10:05 am

goldmarine9 wrote:Those sound like some really great ideas, I imagine their will be alot of complaining from the new guys but thats expected. I can't wait to see how it pans out when you actually try it.

One thing I think you forgot but I could be wrong, what about the embassies?

Me and Ardogen were talking about this, Embassies will likely be in the area provided by purpleskull; The Entrance area. Also I dont feel like reading my passage right now so if I repeat myself I am sorry.. but When we start the game, The first thing we are doing is building a temporary housing complex that will have a workroom/forge and a ghetto bank. Then we are going to have a mine. Once we have a few iron/diamond pickaxes we will start carving out the tunnels.


The only thing, Gont, how many people do you think will occupy each residential district? Are there really enough dwarves to justify all three? Or will the Noble district contain only the scarce few?

The Slums is the only residential district that doesnt need to have people in it. so we dont need to worry about filling that district up. The Noble district will be limited mostly to people who contribute great deals to the faction. I.E. comming up with ideas for great monuments and utilizing teamwork as well as donating unused building materials to the state for public use.


NOTE: Public use does not mean its open for the public to use as they will. It means the materials are open to the Dwarves to use only to further the city's progress, not selfish desires.


Also to prevent a Tyrannical Bias based system of everyone wanting to please Me or the next leader to be selected so they can become a noble. to become a noble, there will be town hall later Palace council chamber meetings In which the nobles Will decide if they think a member of the dwarves is eligible to become a noble. Atleast 3/5ths of the nobles must agree that you are worthy.

To help limit the amount of nobles, and help fill out our city, A base line requirement will be required Ontop of the prior set requirements.

1. You must own A Shop in the trade quarter.
2. You must have a house in the Commons.
3. you must help dig out Super highways and/ or major bits of sectors (so no breaking one block and saying you're eligible.)
4. You must have a crime clear record from the moment you started playing round 3, or 10 days after a crime if you weren't banned for it.


People who are active members, and help build things but do not contribute to a significant degree to the dwarven empire will remain in the commons.

For some more clarification certain members from round two are already eligible to become Nobles. They are the loyal members who have stuck by the dwarves in their times of agony and loneliness and their prosperity.

mainly Myself, Ardogen, lexxie666 and I believe there are one or two more whose names escape me.

But i assure you, Though we are able to become nobles at the start. The Noble district will be built ONLY after the slums and Commons are at least operational. Furthermore, The Palace district must atleast be started before the Noble District is able to be built.

Dwarves who recently joined will be allowed to transfer directly into the commons district through the grandfather effect.

Also there is a chance purple may let dwarves see the sunlight every now and again or atleast build ontop of the mountain. So The lore may be updated a little bit 8^D.
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Re: Dwarves in Round 3

Post by Ardogen on Thu Dec 02, 2010 12:21 pm

I like everything you've said so far Gont Very Happy. This should definitely cut down on some of the mess and the terrible things that arose in this Round as Dwarves.

I do have 1 little thing I don't particularly agree with, but I'll talk with you on Vent or in-game about that.

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Re: Dwarves in Round 3

Post by KayneHusky on Thu Dec 02, 2010 7:11 pm

this would be a great idea for the dwarves, even MORE so if people actually roleplayed. X3
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Re: Dwarves in Round 3

Post by Kevashim on Fri Dec 03, 2010 3:34 pm

As previously mentioned in-game, I think some limit needs to be in place regarding this such that there isn't indefinite "simple" expansion for the dwarves (in that, they can't simply expand from the offset and forever at the same rate). Perhaps the sectors you have access to should be initially limited and later unlocked as you reach village/city/metropolis status. You wouldn't have nobles in a village after all...

Where the other nations are limited on mines and buildable land area this would similarly allow the dwarves to develop and unlock things as a nation as they progress.
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Re: Dwarves in Round 3

Post by Gontuzic on Fri Dec 03, 2010 11:52 pm

Dwarves Limitations are how fast they can mine and how much willpower they have to take the daunting task of digging rooms that are 100x100x20 and so on.

But you do have a point. a Team of dwarves can theoretically dig out rooms like that in a relatively swift period of time. Though, practically it probably wouldnt be so (try it, it is extremely daunting)

As far as Sector expansion, Dwarven expansion will be limited by necessity. Other than the original three housing districts, there will be no expansion unless there are a significant number of active players who have completely filled the housing districts with homes and monuments. There will only be one slums. and likely to only be one of the Commons and Noble districts as well.

Players who are inactive or are rarely active may have their house reclaimed by the state. Reclaimed plots will be distributed to new players.
A "rarely active" member who wishes to keep his house may deposit tribute to the state's vault in the form of Iron, Gold, Diamonds, or other valuable resources that would be scarce to Dwarves.

Redistributed plots may have anything from nothing to the entire plot rebuilt done to them by their new owner. All items inside will have their legal possession transferred to the new owner of the plot.

If you are going inactive for a long period of time, you may deposit your valuables into the bank and leave a sign on the wall stating what Items you deposited. Another member of the faction must be present during a deposit to ensure minimal fraud. Also, another member must be present during all withdrawals and the sign may then be deleted.

Districts will have several different sizes.

Each size will be assigned a color Width Length Height format
HALLS 10x--x5
Small 50x50x10
Medium 100x100x20
Large 200x200x40


Each District will also be given a hall they will be allowed to be built on.
Use /compass in game.
North (N) East (E) South (S) of West (W)

Village State
- Allows the creation of the Four Grand Halls. N E S W
- Slums sector may be created. S
- Commons may be created. N E W
- Farming District may be established. E
- Mining District may be Established. E S

City State
- Allows creation of the Trade District. W
- Allows creation of the Ancestors District. N(hall of the ancestors will be in the middle.)
- Allows Creation of The District of War. S (District in which monuments, and all war related objects will be created.)
- Allows the creation of a Park District N W (if allowed: would have grass and everything must look good here a place to relax and unwind and play with buddies.)

Metropolis State
- Allows the Creation of the Imperial District N
- Allows the Creation of the Arena District S
- Allows the Creation of an Embassy District. W
- Allows the Creation of a Nobles District. N W
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Re: Dwarves in Round 3

Post by KayneHusky on Mon Dec 06, 2010 9:52 am

Yeah... I think I'ma join dwarves Round 3 ._.
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Re: Dwarves in Round 3

Post by Gnomus on Mon Dec 06, 2010 2:54 pm

OK, now im sure that i will be a dwarf in round 3 Very Happy

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Re: Dwarves in Round 3

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