Re: City Report Metrics
Posted: Fri May 13, 2016 1:40 am
Adjusted the list a bit with these suggestions:
Lawfulness
90+ Reeve mobs load and attempt to arrest criminals committing crimes in lawful areas
80+ Reeve mobs will arrest warranted players
70+ Criminal reporting to room is instantaneous
30- Mobs flagged thief steal silver from players, appear in thieves guild acct
20-
10- Southside mobs can randomly load and attack players, except freeman and cyan in lawless areas
@
Morale
90+ People process their pool 30% faster
80+ People process their pool 15% faster
70+ People process their pool 10% faster
30- People process their pool 10% slower
20- People process their pool 15% slower
10- People process their pool 30% slower
@
Religion
90+ Knight patrol mobs load and attempt to arrest people casting spells in lawful areas; Members of the Order Guild get +10 IP
80+ Members of the Order Guild get +5 IP
70+ Magery room reporting is instantaneous
30- No magery reporting to Order channel in lawful zones
20- Random spell effects happen throughout the city (players randomly targetted by annoying spells?)
10- Latents can purchase awakening at will
@
Economics
90+ Shop prices reduced by 15%; 10% chance rare objects (per object) refresh
80+ Shop prices reduced by 10%; 5% chance rare objects (per object) refresh
70+ Shop prices reduced by 5%;
30- Player income reduced by 5%
20- Player income reduced by 10%
10- Player income reduced by 15%; rare objects completely removed from shops
@
Health
90+ 25% of HP wounds heal without treatment
80+ 20% of HP wounds heal without treatment
70+ 15% of HP wounds heal without treatment
30- 10% of hp wounds heal without treatment
20- 5% of hp wounds heal without treatment; smaller diseases flourish
10- wounds do not heal without treatment; major diseases flourish
@
Infrastructure
90+ Mail arrives in 5 OOC minutes; +30% movement speed on city roads
80+ Mail arrives in 15 OOC minutes;+20% movement speed on city roads
70+ 10% movement speed on city roads
30- +2 increase to mv use per room shift
20- +5 increase to mv use per room shift
10- +10 increase to mv use per room shift
@
Class Relations
90+ Entering Bluebird and other class restricted areas free + flexible_rooms go lawful
80+ Entering bluebird and other class restricted areas cheaper + flexible_rooms go lawful
70+ flexible_rooms go lawful
31-69: flexible_rooms go neutral
30- Rostered shops charge 15% more for non-class aligned people, flexible_rooms go lawless
20- Rostered shops charge 25% more for non-class aligned people, flexible_rooms go lawless
10- Rostered shops refuse service to non-class aligned people, flexible_rooms go lawless
@
Race Relations
90+ +15 ranks of 'free' temporary language skills to all players for all foreign languages
80+ +10 ranks of 'free' temporary language skills to all players for all foreign languages
70+ +5 ranks of 'free' temporary language skills to all players for all foreign languages
30- Mobs at foreign quarter gates bar people of incorrect races
20- People barred + offensive slurs from mobs in streets
10- People barred + offensive slurs + aggro mobs loading, beating up and booting in FQs
@
DEFENSE TO BE REMOVED AS KNIGHTS NO LONGER EXIST AS A SEPARATE GUILD
Comments:
- I think random bad magic stuff happening to people (or at least places) would be good, similar to being struck with a cold if we add diseases, which I've added
- Knights thematically should not arrest warranted criminals, they're not Reeves. Mage warrants are currently paper-based and coded warrants are a Reeve command - this may change with jail automation, but I don't expect that to be in ready for this shift
- I think I took the rest on board. We don't have metric-sensitive shops in here, but I did like the turf-war for class relations showing that more of the city is going to southside or northside, so that's added.
-
Lawfulness
90+ Reeve mobs load and attempt to arrest criminals committing crimes in lawful areas
80+ Reeve mobs will arrest warranted players
70+ Criminal reporting to room is instantaneous
30- Mobs flagged thief steal silver from players, appear in thieves guild acct
20-
10- Southside mobs can randomly load and attack players, except freeman and cyan in lawless areas
@
Morale
90+ People process their pool 30% faster
80+ People process their pool 15% faster
70+ People process their pool 10% faster
30- People process their pool 10% slower
20- People process their pool 15% slower
10- People process their pool 30% slower
@
Religion
90+ Knight patrol mobs load and attempt to arrest people casting spells in lawful areas; Members of the Order Guild get +10 IP
80+ Members of the Order Guild get +5 IP
70+ Magery room reporting is instantaneous
30- No magery reporting to Order channel in lawful zones
20- Random spell effects happen throughout the city (players randomly targetted by annoying spells?)
10- Latents can purchase awakening at will
@
Economics
90+ Shop prices reduced by 15%; 10% chance rare objects (per object) refresh
80+ Shop prices reduced by 10%; 5% chance rare objects (per object) refresh
70+ Shop prices reduced by 5%;
30- Player income reduced by 5%
20- Player income reduced by 10%
10- Player income reduced by 15%; rare objects completely removed from shops
@
Health
90+ 25% of HP wounds heal without treatment
80+ 20% of HP wounds heal without treatment
70+ 15% of HP wounds heal without treatment
30- 10% of hp wounds heal without treatment
20- 5% of hp wounds heal without treatment; smaller diseases flourish
10- wounds do not heal without treatment; major diseases flourish
@
Infrastructure
90+ Mail arrives in 5 OOC minutes; +30% movement speed on city roads
80+ Mail arrives in 15 OOC minutes;+20% movement speed on city roads
70+ 10% movement speed on city roads
30- +2 increase to mv use per room shift
20- +5 increase to mv use per room shift
10- +10 increase to mv use per room shift
@
Class Relations
90+ Entering Bluebird and other class restricted areas free + flexible_rooms go lawful
80+ Entering bluebird and other class restricted areas cheaper + flexible_rooms go lawful
70+ flexible_rooms go lawful
31-69: flexible_rooms go neutral
30- Rostered shops charge 15% more for non-class aligned people, flexible_rooms go lawless
20- Rostered shops charge 25% more for non-class aligned people, flexible_rooms go lawless
10- Rostered shops refuse service to non-class aligned people, flexible_rooms go lawless
@
Race Relations
90+ +15 ranks of 'free' temporary language skills to all players for all foreign languages
80+ +10 ranks of 'free' temporary language skills to all players for all foreign languages
70+ +5 ranks of 'free' temporary language skills to all players for all foreign languages
30- Mobs at foreign quarter gates bar people of incorrect races
20- People barred + offensive slurs from mobs in streets
10- People barred + offensive slurs + aggro mobs loading, beating up and booting in FQs
@
DEFENSE TO BE REMOVED AS KNIGHTS NO LONGER EXIST AS A SEPARATE GUILD
Comments:
- I think random bad magic stuff happening to people (or at least places) would be good, similar to being struck with a cold if we add diseases, which I've added
- Knights thematically should not arrest warranted criminals, they're not Reeves. Mage warrants are currently paper-based and coded warrants are a Reeve command - this may change with jail automation, but I don't expect that to be in ready for this shift
- I think I took the rest on board. We don't have metric-sensitive shops in here, but I did like the turf-war for class relations showing that more of the city is going to southside or northside, so that's added.
-