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Random room generation..

I've searched for a similar idea to no avail. It's probably been considered before, and if there's a better place to post this I'm sure I'll be told. In any event - on the upper levels the whole idea is to have these massive towering skyscrapers of glass and steel looming over everyone, but when you go inside and actually ride the elevator there are from my experience at most 4 or 5 floors or something. I think it would add a lot to the atmosphere and places for RP, and potentially could be applied to a lot of other different places as well, if we could have 'random room generation' of some kind based on generic types.

For instance, upon entering the lobby of a building you see a massive wall directory.. …an automatically generated list up to 100 floors or if its too spammy, something like "Floors 30-50: Offices 6000-9000" or similar.

By randomly generated, I mean if you were wandering around an office building and you push floor 64 randomly on the elevator, a generic room of some kind for that building would be created just for that request and create either a whole generic level, i.e. "Bland corridor with rows of office doors on either side" or a single room, like "An office space filled with utilitarian looking furniture and rows of identical cubicles." etc etc.  Then, upon someone pushing button 64 on the elevator this temporarily created area would be sustainable for other players to go in, enter, RP, etc. And the executives offices could be on floor 125+ or something. This would probably require quite a bit of sophisticated code, but it would enable the game to take on a realistic sense of space and I think it's a good idea.

I like this idea in theory, but I would be afraid of DB bloat.  I am guessing under your plan that floors not yet visited would not be in the DB, but once someone enters a floor, it would be made permanent for reasons of forensics.

Since I don't go topside all that often, I don't know how necessary it is, though.  There would have to be some kind of mechanism that would keep people from opening up every floor - like a receptionist that turns people away without an appt. or something.

Eh, there are enough places that corpies can't get to anyway. Why waste space on useless places. Realistic massive towers are cool in theory, at least until you get lost in one and can't figure out where you are. I think they should just elaborate on the current corporate HQ's. Some of these places are either simply inaccessable or consist of three room corporate HQ's. As of now its fine because there are no corpies. Well, at least no enough to require any of these things.

If it ain't broke don't fix it. There are more important things to do.

Ok, yeah, it's just an idea. I see how forensics would be a problem, but I guess if something significant enough to change a room description happened a GM could keep track of it, and maybe reproduce the same effect the next time the room was required… which makes things more complicated than they probably should be, for something, as Reefer says is superfluous. Though how could you get lost? It's not a maze - just a number on the elevator panel. You go back to the elevator and push the number for the ground floor..

But I'm just trying to think of a way of increasing the scope of the game to realistic levels without requiring hours and hours of painstaking room descriptions, which are obviously necessary, but even after working for ten years won't reproduce the psychological effect of an office tower. Just as an atmospheric addition...

Well, for corp-side, IGA, I believe, Said there were towers in the works for like clubs/shops/etc.
memento rooms?

Hmmmm….

Could work.

We have this.

It is how the badlands are built because there is no way we can have the 100,000 rooms that would make up the badlands in the game at all times.

Corporate towers work on a different plan for now.

As to tower sizes: The towers you see in the game are just the few office blocks in the immediate area around the Hall of Justice. As with the entire playable area of the dome, you only use/hang/see the central core of Withmore City. It is far larger than we can realistically cope with, so we have centralized the game region to the 'downtown'.

*nods*

So the towers we see in the game aren't really towers? Or they're just the front blocks of larger towers that extend back from the street? So in top-down 'plan' form something like, witht the street being closest to the center of the Dome/WJF:

–-------------------------------------------------------------
     tower level (inaccesible)
---------------------------------------------------------------
  street level office block w/ 2-5 floors (walkable)
---------------------------------------------------------------
     street/side-walk (walkable)
                   
     
I understand how the concept of the Dome much larger than is feasible to represent, which is cool because that leaves space for expansion as it's not like the walls of the Dome are actually an impediment.

It's just kind of odd how the central core of Withmore City's 'Financial/corporate district', i.e. Gold, is all low-rise buidlings...office blocks, if you will. I have this image of mid-town manhattan, like park avenue above grand central station, like the UBS building, also the citigroup building, all good examples of how most of Gold would probably look like.

Well, in most skyscrappers there isn't an elevator that goes from ground to roof anymore. Extend that to the buildings in game and you'll see that the elevators you have access are just the public ones.

That's what I always imagined, heh.

Yeah, it is like that in alot of condo's even. They have a special stairway/elevator to access the roof.
Well, in a lot of ways you are correct. But I was more reffering to the fact that NLM has more than ONE tower in Withmore City.

You just have access to the one that happens to be nearest the Hall of Justince. From a birds eye view it looks like this:


–-------------------------------------------
| � � � � � � � � � � � � � � � � � � � � �             |
| � � --------------------------------- � �    |
| � � | � � � � � � � � � � � � � � �         |    � � |
| � � | � � � � � � � � � � � � � � �         |    � � |
| � � | � � � � �------- � � � � �       � �|    � � |
| � � | � � � � �| hoj | � � � � � � �     |    � � |
| � � | � � � � �------- � � � � �       � �|    � � |
| � � | � � � �gold players see � � |   �  � |
| � � --------------------------------- �    � |
| � � � � outer areas of gold � � � � � � � | � � � � � � � � � � � � � � � � � � � � � � � �---------------------------------------------


keeping in mind that the outer areas of gold are much larger than the area players are active in.


Sorry about the shite quality of my diagram. :)