Detail notes. These are ideas that I have slowly been implementing in MOO code in one way or another. I don’t expect any help but would like some opinions or ideas. The main city is pretty traditional as far as cities go. An abnormal amount of ‘third spaces’ than we have nowadays, mostly because as a VR set in a public place most people are going to congregate outside of private rooms, on their way elsewhere. Might be planning several events where gatherings over a certain size are encouraged or even forced to be in public spaces. It’s hard to keep a good control over your environment if too many people congregate privately to talk. This will drive interesting ways around the rule and one of many mechanics to push people into subversion, whether or not they want that. Buildings are all mid-century modern as emphasis on preservation and recycling is pretty heavy. Public transport is a large aspect of things. Once the city is built out enough I will turn on the monorail once it’s connected to each room. Scooters/RollerBlades/Bikes are common and need to be carried on players in order to @join anyone, else walking to destinations will be needed. These modes of transport are good for inner-city travel. To leave the city you will need access to a vehicle or to get an out of town ticket on the Monorail. Homes as of right now are @spawned and allocated at GridView homes. Single rooms with attached bedrooms and bathrooms, bathrooms are shared and connect the adjoining home. I have a trick baked in that allows you entrance to the other space while the other person is away or disconnected through the adjoining bathroom. These home rooms have the ability to record the list of non .resident users that enter with a timestamp. I want to make a verb that audits this record easily and attach it to the Police class. This will allow police to investigate reports of theft. The bedrooms in each home also have a closet where you can place important items. The closet can only open when it’s resident is connected to the game. If you notice some one connected and in public and you know they have something you want, it would be a good time to sneak in and get what you are after! >:> Stores use credits and have a finite supply of goods that are physical, the buying process transfers ownership to the buyer. Doing this has many purposes. The biggest allure of MOO code is you can change a parent object and all the children change. This will be the case for many items in the MOO however, for little inconsequential items, I don’t know that it’s needed for them to all have a hierarchy connection. Making all items finite also gives objects a certain level of value and collectability. On most MOOs there are strict quota rules and this is usually because you can merely copy anything and everything, creating an object from the Museum in Lambda for instance copies the parent and puts it in your inventory, meaning everyone can have XYZ to perpetuity. It makes it easy to fill your quota. People collect all sorts of objects with little effort and have quota capped with no mechanism to increase it outside of a request and justification. This in my mind is a poor mechanic to keep a creative mind using your game. I don’t think a quota is all that important if we also control the production and size of objects. Not giving the user the ability to copy items will go a long way. The way I see it, if they are collecting items and have many of them, it means they’ve been playing and carrying out tasks that enrich the experience for other users. Getting people to *play* in ways that contribute to the game’s experience as a whole is something MOOs like Lambda always lacked. Making extra credit can take the form of de-littering, cleaning coffee cups, changing filters, policing, selling items in another town/city that pays more for an item. Credits I’ve been experimenting with pricing structures and how to audit them. The credit system is something I’ve been thinking about and how in MOO to create a circulating population of credits. It’s not enough to just track a number of credits on each user and have those amounts come out of thin air (I know this is pretty much how the US currency works now lol). When any of the automated gigs pay a character I want those credits to come from somewhere, not just minted on the spot by the server. Credits are something that I want to have a coherent value in game. A commerce tool will be doable so that players can offer items for sale to other players and they can specify the price. They’ll be getting credits for an object, those credits came from another player who did some sort of tasks for it, it’s exactly how I want the payment to work to users by a gig. Tokenizing the credits in some way will allow me to build tools to visualize circulation, overall value and concentration of credits. You can also use the tool to judge the popularity of certain features/businesses. I made an inventory droid that is able to audit shops, see how long an item has sat and swap it out with something else and place it elsewhere to get it sold. I know this is all an invisible system that no normal player would care about. But if I could implement a realistic currency system like this, I could build tools that allow you to make money on transactions in some way. If credits have a real value within the worse (IE, performs and behaves like ACTUAL money) it would mean that you would be able to have the ability to assign value to buildings, spaces and services. If you amassed enough credits you could in theory buy things that the public game uses every day. I in the slim chance I get an amateur stock bro or banker who notices the feature, it could create an interesting situation. The function also addresses another question I had. How do I encourage playing but allow creative participants to come and not just build a thousand empty rooms and copies of every object. For staff/moderators the ability to use the verb editor will be an always on free experience. For players the ability to create things outside of buying and customizing existing goods will be possible with a verb editor that takes credits in order to use. This builds a worth into an item as it’s constructed. Criminal Activity: Criming Mentioned earlier was the bathroom door trick to raid a Neighbor’s house, I want there to be similar elements in the public parts of the game as well. The inventory droid I had written is a physical wandering bot with a little truck. He leaves the truck unattended at various stops, each stop taking shorter or longer depending on where it is. If you were sneaky enough you might be able to get into the truck and take items that you could sell or keep. Burglary may not be outright encouraged but it’s something I want to make possible. @camscan – Scans areas for camera @bugscan – Looks for listening devices @pick – Lockpicking routine for locked doors @shakedown – actively shakes a character down for a random item As it is, these actions open a time window several seconds wide that allow other characters to stop you. Getting stopped presents the player with two options. Paying for the offence – Going to the ‘hospital’ Hospital stays can only happen a certain of number of times to a player before they are taken to the farm for final rehabilitation.