- Joined
- Jul 1, 2007
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Guild Tycoon
This would be a single-player game, with potential for multiplayer expansion. The player in this scenario is not too dissimilar from the role of Dungeon Master in pen&paper RPGs. In a Warcraft III/World of Warcraft fantasy setting, instead of playing as the adventurers themselves, you manage a dungeoneering guild.
So let's say the map is divided into several major towns, as in a standard MMO. Let's call it Lordaeron. As a startup guild, you're following the guidelines of the umbrella corporation ScourgeCo, which has so graciously granted you a permit to rid the countryside of its treasure-hoarding ghouls and goblins for a percentage of the profit, while they turn a blind eye. From the shadows, they provide such morally-questionable services as creep respawns, tactical creep invasions, and such.
The logic is that they send out their mindless hordes of creeps to scour the countryside for treasure under the impression that they will be able to keep it, only to get slaughtered by the eager adventurers who then give a portion of the money they make from the treasure back to ScourgeCo.
As a guild, your job is to carve out a niche in this dystopian capitalist fantasy world. There are several options available for how to spend your money:
* - Hire adventurers (AI) to go out and slaughter monsters, level up, and bring the loot back for profit. The adventurers get a cut too, which they can spend at stores to upgrade gear and abilities.
* - Buy real estate, including stores which sell weapons, armor, spells, enchantments, potions, mercenaries, all sorts of things, taverns, guard outposts, farms, many different options. Businesses you acquire will play a vital role in your business network and some will turn a profit.
* - Buy upgrades for your Guild Hall, including crafting stations, portals, bank, training arenas, spell libraries, whatever you could think of
* - Manipulate the Auction House. Your adventurers as well as adventurers from other guilds and free-agents will automatically put items they loot on the AH to get money. You can also put items on the AH, buy things, and mess with the economy to make more profit.
* - Buy services from ScourgeCo.
There will also be several other guilds with which you compete and can buy/sell property and trade adventurers. So let's say Guild 2 owns a high quality weapon store in Lordaeron City, and you want to buy it. You can settle with them for, say, 3000 gold, or you can trade them a level 60 Warrior and level 60 Priest for it. The process would be rather intuitive.
You can also try to arrange things so that they go out business, driving the price of their real estate down for a better deal. Maybe they own a Low-Level Armor Store in a village outside the city which they put on the market for 1500 gold. You hire ScourgeCo to set up a small camp of level 25 necromancers outside the village for 300 gold. They are much higher level than what adventurers who buy armor from the Low-Level Armor Store would be able to kill. So nobody goes to that town to buy armor, since it is now a high level area. The store goes out of business, you pick it up for 700 gold, send your mid-level adventurers to kill the necromancers for a profit of 300 gold, and spend that to use ScourgeCo to fill the area with low level creeps. You now own a profitable Low-Level Armor Store in a prime location, which only cost you 1000 gold instead of 1500.
This would be a single-player game, with potential for multiplayer expansion. The player in this scenario is not too dissimilar from the role of Dungeon Master in pen&paper RPGs. In a Warcraft III/World of Warcraft fantasy setting, instead of playing as the adventurers themselves, you manage a dungeoneering guild.
So let's say the map is divided into several major towns, as in a standard MMO. Let's call it Lordaeron. As a startup guild, you're following the guidelines of the umbrella corporation ScourgeCo, which has so graciously granted you a permit to rid the countryside of its treasure-hoarding ghouls and goblins for a percentage of the profit, while they turn a blind eye. From the shadows, they provide such morally-questionable services as creep respawns, tactical creep invasions, and such.
The logic is that they send out their mindless hordes of creeps to scour the countryside for treasure under the impression that they will be able to keep it, only to get slaughtered by the eager adventurers who then give a portion of the money they make from the treasure back to ScourgeCo.
As a guild, your job is to carve out a niche in this dystopian capitalist fantasy world. There are several options available for how to spend your money:
* - Hire adventurers (AI) to go out and slaughter monsters, level up, and bring the loot back for profit. The adventurers get a cut too, which they can spend at stores to upgrade gear and abilities.
* - Buy real estate, including stores which sell weapons, armor, spells, enchantments, potions, mercenaries, all sorts of things, taverns, guard outposts, farms, many different options. Businesses you acquire will play a vital role in your business network and some will turn a profit.
* - Buy upgrades for your Guild Hall, including crafting stations, portals, bank, training arenas, spell libraries, whatever you could think of
* - Manipulate the Auction House. Your adventurers as well as adventurers from other guilds and free-agents will automatically put items they loot on the AH to get money. You can also put items on the AH, buy things, and mess with the economy to make more profit.
* - Buy services from ScourgeCo.
There will also be several other guilds with which you compete and can buy/sell property and trade adventurers. So let's say Guild 2 owns a high quality weapon store in Lordaeron City, and you want to buy it. You can settle with them for, say, 3000 gold, or you can trade them a level 60 Warrior and level 60 Priest for it. The process would be rather intuitive.
You can also try to arrange things so that they go out business, driving the price of their real estate down for a better deal. Maybe they own a Low-Level Armor Store in a village outside the city which they put on the market for 1500 gold. You hire ScourgeCo to set up a small camp of level 25 necromancers outside the village for 300 gold. They are much higher level than what adventurers who buy armor from the Low-Level Armor Store would be able to kill. So nobody goes to that town to buy armor, since it is now a high level area. The store goes out of business, you pick it up for 700 gold, send your mid-level adventurers to kill the necromancers for a profit of 300 gold, and spend that to use ScourgeCo to fill the area with low level creeps. You now own a profitable Low-Level Armor Store in a prime location, which only cost you 1000 gold instead of 1500.