- Joined
- Jan 27, 2013
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- 2
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- Age
- 42
I have what seems to be a novel idea for the factions plugin.
I hope that developers will read this and give me more than enough info as to why it will or won't work.
The meat of it is this, I would like for money to be withdrawn from faction banks to maintain the current claimed land.
I figure the factions plugin already has a timer that ticks for player power to return, and a timer for when faction memebers have not been on and an automatic faction disband, so in my limited programming mind you have many functions already in place.
This hopefully stimulates the in game economy and has players engaging in more useful activities than power leveling gear and running around griefing. I'd like to balance so that players begin to craft potions to maintain the high costs of their factions using our own economy setup.
*in a perfect world I'd love to write a plugin that attributes costs to items and essentially has a tax for owning those items on faction controlled land. I figure if an anvil has a quantifier for the xp cost of fixing an item then there is an ingame value set for items however how one gets that function to run outside an anvil is beyond my expertise.
I hope that developers will read this and give me more than enough info as to why it will or won't work.
The meat of it is this, I would like for money to be withdrawn from faction banks to maintain the current claimed land.
- Players must support their faction bank to make sure it has enough $ to maintain its land claims
- Faction land is taxed from earliest claim to latest
- If there is not enough money in the faction bank to pay the tax for that claim then it is unclaimed.
I figure the factions plugin already has a timer that ticks for player power to return, and a timer for when faction memebers have not been on and an automatic faction disband, so in my limited programming mind you have many functions already in place.
This hopefully stimulates the in game economy and has players engaging in more useful activities than power leveling gear and running around griefing. I'd like to balance so that players begin to craft potions to maintain the high costs of their factions using our own economy setup.
*in a perfect world I'd love to write a plugin that attributes costs to items and essentially has a tax for owning those items on faction controlled land. I figure if an anvil has a quantifier for the xp cost of fixing an item then there is an ingame value set for items however how one gets that function to run outside an anvil is beyond my expertise.