The Repopulation Player Housing System Detailed

The latest development blog for sci-fi MMO The Repopulation focuses on the player housing system, and it’s clear that the developers made an effort to satisfy the different crowds that are interested in this feature. Have they succeeded? Here’s a snip to let you judge:

The Repopulation will offer 3 housing options for players to choose from: instanced housing, persistent world housing, and player city housing. Instanced plots will be available for the OWON and FPR factions along with an option for players who are not aligned with either. The factions will not share instanced housing neighborhoods. Each instance will have small to large plots available for players to place homes. These instances will create small neighborhood communities within the instance.

Persistent, non-instanced, housing will have similar plot options and will be available all over the world ranging from PvE zones, in/near PvE cities, to larger plots of safe land set aside for housing neighborhoods. The value of these plots of land will vary and you may only own one plot of land at a time per character. While there are ways around this with multiple accounts or characters, it should restrict people from eating up all of the land to only turn around and try to sell it all. In addition, we will have mechanics in place to transfer or sell plots. There will be upkeep costs and other factors to empty out plots that are not maintained so they become available as the game progresses. While the open world land is limited, instanced housing is not. During release the housing plots in non-instanced housing will randomly become available and will continue to do so as we introduce more plots into the game. This should give everyone an opportunity to purchase land and prevent it from being gobbled up early on.

Player city housing is a slightly different beast as far as plots are concerned. Player city plots must be provided by the owner of the city and then assigned to a player to use. You maintain control of the contents of your housing unit and apply any normal restrictions or rules as you would in non-nation housing. Ultimate control of the plot is retained by the Nation that owns the city. If the Mayor of the city wants you gone they simply release your control of the plot and then do whatever they want with it. You can then move your house to one of the instanced areas, world areas, or to another Nation city.

At the core of the system is the Housing Unit Data that is saved for each player. Instead of your house being directly attached to a certain instance or area, the Housing Unit Data is attached to a plot and all of the data is stored in a relative fashion much like a blueprint. Players can begin designing their homes in affordable, instanced housing while saving up and looking for persistent world plots that interest them. When you do choose to move your home, your work will not be lost, the data will be transferred from one house to the other with the click of a button. This system gives players a lot of flexibility and options when choosing where to place their home. Since the home is tied to the plot as well as the owning player, the home will be available for others to view and interact with, even if the owning player is offline. Players will be able to set permissions on their home allowing others to work with the home if you choose. Keep in mind however that the design of the home is completely safe and no one can steal from you or break your home while you are away. Should a player build a home within a nation, the same permissions will hold. When another Rogue Nation seizes a city, the player housing plots will release and package player homes. Players will then have the option of placing their home on another plot. The player’s home and and items within the home will not be lost or destroyed.

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