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Badlands Mining/Manufacturing

With the implementation of the Badlands, and the possibility for players to move in and out of the city (both legally and illegally), I believe the scope of possibilities within the game has risen manyfold. �Though none of this has been implemented in the game, and perhaps never will be, I am still compelled to introduce such scenerios to you all.

Imagine this: �Many people within the city decide they no longer wish to be there. �As a group, they leave the city and begin to etch out their own niche in the badlands economy. �Trade routes are formed, vital equipment is obtained and used to effectively expand the colony. �Over time, more people come into the community (perhaps players are even given the option of starting their game there, should the community grow large enough).

As I'm sure most of you know by now, Withmore City is not the ONLY place in the world of Sindome, and that it IS possible, though incredibly difficult, to survive in the surrounding wastelands. �Your character walked through them for at least a bit if you're a Mixer. �Your character flew over them and could see the little abandoned outposts here and there if you're a Corpie, or you've seen the commercials implying that it is possible for criminals to return ALIVE after being banished. �Therefore, I say let the Badlands grow into what they should be: �A dangerous, lawless, miserable place to live, but the only way to get certain things in and out of the city.

With the population of the wastelands, the need for resources grows. �Its cheaper to get your own, so several things could be introduced: �Agriculture, Mining, and Manufacturing. �As is expected, some places will be better for these things than others, which will undoubtably lead to Trade. �Imagine several small communities each specializing in something different, and the possibiliities that could arise from them all trading with one another in order to survive? �Imagine the possibilities if one of these communities wished to overtake another, in order to save money and gain power? �Now you have conflict of the greatest degree. �You have War! �With war comes the need for more manufacturing, and more money to be spent. �More trading with friendly colonies to fund the project! �The need for allies on both sides! �And just think of the sheer power that the economy of the Dome could wield over such small outposts.

Now I know this is lengthy, and I know that it is an amazingly large undertaking to even think about with such a small playerbase. �But I for one want to see Sindome grow and prosper. �I want to see it grow ALOT. �I want to quit playing as an IC character one day, and apply to be a GM knowing that I'm going to have one HELL of a job to get to (if they let me!), and I want many others to do the same.

I dunno, maybe I'm crazy, but.. �I think the badlands gives Sindome one hell of a reason to grow in alot of different ways. �I personally think it'd be a good thing. � Whee!

(Edited by Aikao at 6:01 am on Oct. 25, 2004)

I allways thought about something like this. I like. Nomads are something nobody see's in SD :(
In the game's timeline, they're listed as "Wasters" I believe.  So it should be known that there are groups of people out there somewhere anyway.
Yeah, one oy my old characters, in their history they lived with a tribe in the badlands during their crazed, drugged out years…totally accepted. So many possibilities....
I love the idea!

What would be even more cool would be the mobile encampments, like one trailer is the pub, the other is the medical, and etc. You know? They don't really need to move all the time, but from time to time, the whole camp moving to scout a new area… sweeeeet!

I'm talking mostly about more permenant structures, but nomadic 'tribes' are a great idea as well.
Kinda reminds me of Wasteland/Fallout….


I like it. I like it alot.

I want to quit playing as an IC character one day, and apply to be a GM knowing that I'm going to have one HELL of a job to get to

Oh trust me, dude. Without a system like this, there's about 3-4 times more work that needs doing than our cycle quota allows for. There's no need to create more work for the GM's just for the sake of creating more work for the GM's.

I do confess to wondering how such a system would work, because the only two ways I could envision it would either be boring (completely automate it so your just dealing with numbers), or tedious and unmaintainable (make the players actually do the work).

-Kevlar

Quote: from Kevlar on 6:12 pm on Oct. 25, 2004[br]Oh trust me, dude. Without a system like this, there's about 3-4 times more work that needs doing than our cycle quota allows for. There's no need to create more work for the GM's just for the sake of creating more work for the GM's.

I didn't mean it as creating more work just for the sake of doing so.  I honestly think this is a good idea.

I do confess to wondering how such a system would work, because the only two ways I could envision it would either be boring (completely automate it so your just dealing with numbers), or tedious and unmaintainable (make the players actually do the work).

I was actually thinking of a mixute between these two suggestions, however it would require a much larger playerbase (as I stated before), and perhaps certain characters being granted power (through IC means) to give orders and to affect such thing.  A heirarchy, if you will, of organization.  It would indeed be quite complex, and I never said that this should be something that should be implemented immediately or even soon.  I'm just suggesting it as a possible goal.  A direction that the game could possibly take should the administrators allow it and if the players could work towards it both ICly and by helping administrators OOCly.

You can write it off as impossible if you like.  I was merely making a suggestion.

Like trusting players to run entire groups of NPCs? Yeah, we're experimenting in that arena. ;)
*coughs and eyes all present* Trust the players?? Your serious? But..but…they're players..!?!


Heh, yea just kidding...maybe ;)

I like the idea as well, I mean it sounds like you could get some kick ass RP going and a cool way to get your char started, but just one question, If it is a pub were does the alchohol come from? I am pretty sure you cant make it yourself without having a long tim and a big place to do it, the mixing and stuff is crazy how long it would take is nuts. So I am rather curiious how that wouls work but like if it was setup so an illegal shipment came in once every so often than that is a good idea.
Er.


My girlfriend's brother makes beer in his garage.

On garbage days when Iwalk down the street, I see buckets of crushed grapes thrown out by all the people who make wine in their homes.

Now, out in the badlands, one thing theres plenty of is space.

Dude, I make beer in my kitchen and ferment it in my pantry.

Takes a week to ferment, and about two months in the bottle to start getting good. The longer you wait, the better the beer is.

It's not rocket science.

-Kevlar

Hmmmm…. Beer...

Actually most 'strong' drinks are disthilled, that means a disthillery, that just needs to as big as the volume you want to process at one, and those babies can be on 24/7.

So, yeah. Drinks can be made in the badlands.

*looks around*

Hm, thought it would be a bit more difficult.

*walks ways muttering "Damn bootleggers."*

How the hell did this turn into a topic about making beer?
By Nayr


" but just one question, If it is a pub were does the alchohol come from? "

Um, my fault, sorry.
well…  hrm..  anyone else have anything to say that's on-topic?  :P
Quote: from Kevlar on 12:40 am on Nov. 1, 2004[br]Dude, I make beer in my kitchen and ferment it in my pantry.

Takes a week to ferment, and about two months in the bottle to start getting good. The longer you wait, the better the beer is.

It's not rocket science.

-Kevlar

That reminds me! Where's my wheat ale damnit! o.O hehe

Well on topic, I think it is a great idea and encourage the admins to do this and mind of help out.
yeah I think that that could stimulate RP for the better.  

You meet this contact in the alley behind WA.  you drop a brown bag full of chyen in a dumpster discretely, then While you sit in the drome later that night you notice a strange man eyeballing you.  He walks by nonchilantly and "accidently" bumps into you.  You reach for your extendable baton before you realize he placed something in your pocket.  A quick discreet glance down confirms it.  The map to the babaganouge tribe's current location.  you step quickly tward the door drawing your progia from your pocket as you do.  "They are supposed to have the biggest stockpile of weapons and gear in all the badlands.  With that kinda heat we could run red" you think as you push a few buttons on the progia.  "hello"  you hear on the other end.  "Assemble the men.  We need the tents, GPS, canteens and plenty of warm stuff to wear. "  you say.  "What's going on m'man?"  your contact asks  "-It- came through, we're moving tonight " you say, not even waiting for an answer before hanging up the phone and pulling your Nexus jacket closer to yourslef, keeping out the chill.  "Well, make or break time" you think aloud.


uh… sorry about that, a very rare moment of creativity, I was about to keep going but....   eh, not that great.  

I liked it. *shrug*
This idea is also sweet. I'm soooo for tribes/nomads/etc.
oh, anda, building outpost's, makeing weapons to defend yourself, finding someway to purify the water from the ocean? Of course Most of this probably dosn't need to be coded and only requires GM/Admin support (Make an extra room after digging a tunnel/cave/outpost, make a kind of club from a withered tree, or some kind of dagger from the animal bones, drain the mutated cactus for some funky ass water?)
That is a good point, if it is implemented are we gonna be able to like make bows and arrows and stuff? I mean maybe not bows and arrows but clubs and spears and things because IC it might be a long time until the next shipment of supplies comes or the weapons you do have dont exactly fit your needs or wants? I think it would be the shit if you could also like make tents and stuff that you could pitch and stay the night and all the effects that the badlands has on you would be minimized (not completely gone because the elements would still get through) but like make it so it takes a coupla weeks of just standing there to die when in a tent. And also like come up with a system for how to get there. I mean is it gonna be like when you start out your gonna have to tell an admin to put you in there? Just curious.
Quote: from Xeethot on 6:56 am on Nov. 1, 2004[br]Hmmmm…. Beer...

Actually most 'strong' drinks are disthilled, that means a disthillery, that just needs to as big as the volume you want to process at one, and those babies can be on 24/7.

So, yeah. Drinks can be made in the badlands.

Um dude, the oldest form of distillation is freeze distillation, I have been brewing my own beer for over 15 years, and making wine and mead for about 12, it isn't rocket science.

Ratboy

Quote: from Bixby on 3:40 pm on Nov. 1, 2004[br]

That reminds me! Where's my wheat ale damnit! o.O hehe

Here.

That reminds me, I've got 4 of Kevlars beers sitting in my sisters fridge…I best get at em before he remembers them and asks for em back!

Home brewed beer, any good?

I mean is kevlars home brewed beer any good?

Bottle conditioned beer (beer bottled with the yeast in it which allows it to naturally carbonate) is always of vastly superior quality than heat pasturized and artifically cabonated beer (which is all you've probablly ever known).

My beer is head and shoulders above just about anything you'll find at your local supermarket (unless they actually have good beer).

It is, however, not of the same quality as some of the real brewerys who produce bottle conditioned products, such as Unibroue (referenced above by Murphy).

They have the advantage of years of experience and access to more expensive and custom tailored brewing ingredients (like the yeast) and brewing materials.

It's really no different than wine: You can buy the cheap stuff and get what you pay for, or you can spend more money and get a product of superior quality.

The difference with beer is most places will sell the cheap stuff but not the good stuff… unlike wine, where the expensive stuff is usually just down the isle. Most people don't even know there's other options available, or that they are superior, because most people buy whatever they sell at the supermarket, and never question it.

It's not uncommon for me to spend upwards of 10-12 dollars on a single bottle of beer, which roughly translates into a 30-40 dollar bottle of wine in terms of quality difference.

What's really cool about brewing your own is not only does it make supermarket beer taste like the crap it is, you can do it for pennies on the dollar: All said and done, my homebrewed beer usually costs me about 30 cents per finished product (a bottle of beer), unless I'm making a 'special brew'.

Bottle-conditioned beer also improves with age when stored correctly. The best stout I've ever had (Rouge's Imperial Stout) is at it's best after 4 years in the bottle. The flavors mellow and mature. My beer can't even be drunk short of 2 months in the bottle, and is really much better after 6.

This is in stark contrast to the heat pasturized beers sold in stores, which starts it's slow decay process when they boil it to pasturize it (also destroying the flavors in the process). That's why the whole 'born on date' and 'gaurenteed freshness before this date' on some beers is a huge joke to people who know better: Real beer improves with age, which means you've done something wrong to your beer (killed it) if you have to drink it BEFORE a certian date.

It's actually a facinating bit of science about what make beer go bad (light), but that's a topic for another discussion (titled: The Corona Con).

-Kevlar

Kevlar, you'd enjoy the the beer episode of Good Eats. It goes into some of the basics and such and the host is great.

The only thing that could be a problem in the badlands is access to safe water. Stuff that won't step up and kill you if you so much as look at it crosseyed. But hell, if they can people will find a way to get intoxicated. Even if it means trying out what fermented rat blood and cactus juice can do to you.

(Edited by Bias at 2:18 am on Nov. 8, 2004)

Just wondering about this topic. IS this something that may be implemented?
The banished hotel. Located just east of mountains of no return.
Rad Scorpion BBQ!
I was thinking of something that might work for trade.  First you need something that is worth something.. well, what if there was some sort of mutant radioactive type creature in the badlands, and it's hyde could be used in armor manufacture.  Not like xo5 grade, but decent.   So you get the hyde from the creature, and you trade it with some domer, for whatever, food or water or supplies, and they take it to an experianced tailor and combine it with the material they have..  and it gives it an armor rating and stuff.

Just a thought.

Is there anything going on with this?  Cause I think it's a really cool idea and wouldn't mind playing a badland character.
Probably not, but yes, it would be fun.
A town is under construction. :)
What he means to say is there's plenty of towns out there. One more of which will be IC'ly accessible in the near to distant future
Coolness.  Will players be able to start there or will we have to find our own way?
I think we'll keep -characters- starting at the entrance to the dome.
Right, character's is what I meant.  Sounds good to me.
Quote: from Bixby on 3:33 am on Aug. 30, 2005[br]…in the near to distant future

Ah, that's my kinda timeframe.

Not mine.  I'm very impatient.  ;)  :shrouded:
Tribal culture would be excellent. Particularly a little creativity with the "implementation" of things like songlines amongst tribal lore.

What the fuck is a Songline?
"Songlines are a way of reckoning location and distance through traditional stories and vice versa. A songline is a particular path whore landmarks recall important myths, tribal history and occult lore. As a mnemonic device, songlines let a wise nomad know the approximate distance they've travelled w/o the use of technology, the features of the land and any possible boons or dangers."

One more thing that could be easily done by a player :o

…I can look for my book of Dreamtime stories if that'd be of any interest... I mean, the Rainbow Serpent... there must be an equivalent mythical creature that's made things the way they are...

God knows neither technology nor evolution was to blame, right?

I've been thinking about this for awhile, and what if there were IC maps of the badlands?  I mean, GPS is cool, but it doesn't show that much area, surely someone would have made a map?

It could be done easily.  Someone walks around, generating GPS every 20 or so rooms, control-printscreen and pastes that into a paint image, editing out everything but the gps stuff, and then repeats, eventually you've got a huge interconnected map, like a giant GPS.  

Then you make a map object ICly, and when you have that map object you can view the real map on the website.  Kinda like you can use the Grid when your in a room with a terminal.

Oddly enough, I emailed all the GMs about this topic a few weeks ago now with a model of a map I had made of a particular example. … I've heard nothing from them about it. So I'm guessing its a no go.
Either way, I still think it's a good idea.   I've used maps I've made ICly before, they can be a big asset to RP.
Maps are awesome…but I really think relating the location of certain places through hearsay "songlines" rather then a easy to follow map would be spectacular. I mean...any idiot can follow a map...but it take some ingenuity to follow some enigmatic songline construed by a drugged up shaman. All we need are some landmarks in between...and a poet or five. :beatnik:
Yeah, I'm not saying it has to be a fully inclusive map, just a big broad map that you can use for RP.
Beep.

Bop.

Boop.

A thought on nomadic tribes…
Since its possible to track people, would a NPC group the wonders be effective? Imagine a wondering group brahmin herder who trade in water, and other neccesary supplies....they have a camp which @integrates into the room desc of their location...and leave a faint trail in their wake. Maybe a sort of newb assistance thing...not that we let newbs survive in the wastes. :burn:


Just a thought.

All right.  This is 2091.  In the age of global positioning systems and high-tech wizardry, who needs a map when you have coordinates? That's what those wonderful XYZ coordinates are for on a GPS display.  You need to know a particular location for something, you find it from Joe Nightrunner and mark it in a docupad, list on a letter, or memorize it, then walk or ride out to those coordinates if you can.  The GPS will show you where you are in relation to any obstacles of a certain magnitude of size, and you use that positioning system to get around. And, if you don't have a GPS, well, you're about as fucked as can be due to the sheer size of the badlands.  On that note, let me point out that without certain obvious waypoints, such as roads or rock formations, there is a high likelihood of getting lost while using just a map or  Songlines if you aren't experienced with using them. Also, the badlands are big, and even if you -see- the waypoints you are looking for, the distance traveled to them can be vastly over or underestimated.  

Now, a suggestion I might make concerning GPS would be that characters can add waypoints to a GPS display in relation to the room in which they are standing.  Over time, these waypoints will add up, and you have a pretty good representation of places discovered and so on.  Places they have marked will show up, maplike on the gps display, marked with perhaps a green asterisk or similar icon.  Also, there should be verbs for listing waypoints and possibly clearing single waypoints or all waypoints from a GPS unit.

Wow.

That's a whole buck in the chyen jar,
Grim

I dig. I'd also make a point to buy used GPS' for a long long time. ;)
I love the idea of being able to mark the coordinates you are at on a GPS.  I think it's brilliant.  

A verb on the gps like 'mark here on gps'

Would it also be useful to mark some other coordinates on a GPS?  Like, say you encountered a scavenger and he told you that at 10, -10,-100 you can find some good salvage, and old wrecked Holden.. wouldn't it then be worthwhile to be able to mark that on your map ahead of time, so you would know when you were nearing that area?

So along with mark 'here' on gps you could do something like..

mark 10,-10,-100 on gps


Actually, Nemesis, I like that idea, too. The idea that you can actually add GPS waypoints other than the rooms in which you are standing would be a common sense addition to such an item.

And, Reefer, you're right about that idea. People would be buying those GPS units like hotcakes, provided they knew why such items were needed.

Hrm.  That brings about an entirely new thought.  GPS unit security?  Any thoughts?

2CH,

Grim

Security would be a good feature but for the love of god please make it susceptiple to hackers, via secure-tech…electro-tech or cracking...I'm so sick of buying E-notes at the market or from the Dark shop only to find they have a code on them. :(

Maybe even a reset function for the non-hacker breed.

Hrm.  Well, there are other items with security, such as the docupad or e-note.  Perhaps the e-note or docupad should combine with the progia and GPS device to create something like a secured all-in-one device.

Progia-700p, anyone?

:-P

2CH,

Grim

Yes, because it always makes sense to combine all things into one … in a game. *cough*

I should look into the e-note crackery code again though, thx.

A brief thought on Badlands living…

Currency?

Granted its largely barter, but I mean from a coder end...whats the score?

Units of water and fuel.  Best method of barter out there.  Items of worth will be assigned a higher value in either liters of water or fuel, both of which would be considered the "gold" standard for purchasing.  All else would come down to barter of some sort or another.

2CH,

Grim

Hrm. That last suggestion I had depends on whether water or fuel is more scarce.  If the Joe Nightrunner depends on fuel, a la Road Warrior and Mad Max, then fuel will be the gold standard, and water will be the silver standard, so to speak.  If the situation runs similar to how Dune worked out, then water will be the gold standard, and vice versa.  Either way, clean water, ethicol, and food are going to be the three main priorities for anybody out in the wastes.  A vehicle after that.  GPS might come after that, then weapons and armor, then shelter.

Any thoughts or suggestions?

Quote: from Grim on 2:04 pm on Feb. 13, 2007[br]Hrm. That last suggestion I had depends on whether water or fuel is more scarce.  If the Joe Nightrunner depends on fuel, a la Road Warrior and Mad Max, then fuel will be the gold standard, and water will be the silver standard, so to speak.  If the situation runs similar to how Dune worked out, then water will be the gold standard, and vice versa.  Either way, clean water, ethicol, and food are going to be the three main priorities for anybody out in the wastes.  A vehicle after that.  GPS might come after that, then weapons and armor, then shelter.

Any thoughts or suggestions?

I have to disagree on your order of importance for those living in the wastes. I think it would go shelter, water, food, fuel and a car, then weapons and armor. Without the shelter the person living doesnt stand a chance. it's a desert, correct? Then shelter would definitely be needed as a top priority for protection from the elements and those who may be living in it.

I'm going by the possibility that most people out in the badlands are going to be nomads. A nomad would pick a camel over a hole in the wall to sleep in. So, perhaps I should correct myself and suggest transportation, rather than vehicles. :-D

2CH,

Grim

I wonder if you could write a nomad script…with NPC's. Imagine a wandering tribe who sells water, brahmin + scorpion + dragon hides...they move once every 3-8 days. But they're easily tracked with the proper skills. It'd be pretty nifty.
Quote: from ReeferMadness on 10:28 am on May 1, 2007[br]I wonder if you could write a nomad script…with NPC's. Imagine a wandering tribe who sells water, brahmin + scorpion + dragon hides...they move once every 3-8 days. But they're easily tracked with the proper skills. It'd be pretty nifty.

The beginnings of this is already implemented.  Most of the animals out there are wondering around using imbedded 'go' strings in certain 'static' rooms.

Marvelous!

Rock the badlands!

When I was out there, I noticed none of them were Aggro…just thought that should be changed.  When in the badlands...gotta watch your surroundings.  Them thar critters hurt.
Yeah, I think alot of those creatures should be made Aggro and it'd be cool if they hunted too.

Sleep during the day, aggro/hunt at night…sounds like a desert creature.

please don't hunt me. please.
After exploring the badlands for a day i must say this place is pretty neat, and I've only seen the stuff that's been around forever. The entire time I've played SD I think I've been in the badlands like once?
I think we need more badland type objects. We got Ecogear, Protek, Nexus, xo5, why not tribal? Scorpion Armor? And the like…

Got some dynafiber? Make some badland-esque armor and tell an GM today!