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Miss Tweety's WaggaWorld Q&A
posted at 9:00 PM on Tuesday, January 9th, 2002


Player Homes and Havens:

Another very exciting aspect to Charr is player made homes and Havens (player made cities). When a player starts the game they will have the choice to start in any number of NPC run cities. As they adventure they will discover special zones named “Haven Areas”. Here the player can lay down a land claim and erect a small tent. The tent comes with a merchant that the player can use to sell items and resources. As a player becomes more powerful and wealthy, he/she can upgrade his/her home eventually turning it into a Stronghold with DeComps and perimeter defenses. These defenses are meant to keep The Grimm at bay if they decide to invade that Havens. If a house or Haven is poorly defended, the player(s) run the risk of having their entire Haven destroyed.

A player is not alone in a Haven, however, they share this area with up to 40 other players who all work together to build a strong community. Haven areas are laden with specific resources that ReComps can collect. Resources have multi-purposes being used for a plethora of tasks such as building new structures, repairing artifacts and developing trade relationships with other Havens to help improve the overall economy of Charr. (Obviously, one Haven will have resources another Haven may require - vice versa).

To begin, player Havens will be run by a rudimentary AI system. The system will handle taxation, defense and the hiring/termination of NPC guards. Players are, however urged to vote a player to become the “Reagent” of the Haven - and this is where the fun really begins. A Reagent can set tax rates and decide which NPC’s will be hired to guard the Haven and what Structures should be erected. Haven structures will benefit all players of the Haven in a specific way. For instance, if the Haven decides it wants purchase a “Weapons Training Center”, (and can afford to build it), all players in that Haven will receive bonus attack skills and an increase in specific attributes. All Structures have a number of upgrades that can be purchased, which will further increase these skills and attributes. Furthermore, players from other Havens can train, for a cost, in your Structures to increase their own skills. This is a great way of driving the global economy. Of course allegiances with other Havens are possible which would allow two Havens to share, or pool these bonuses received from the various structures.

Other Structures include:

Repair Facility - (dramatically increases the time required to repair an Artifact)
Stockpile Yard - (increases the amount of Raw Resources collected by 15%)
Refinery - (which converts raw resources into usable energy units)
Tower of Arcane - (increases resistance’s and attributes - also allows Casters additional spells)
Inquisitors Hall - (allows spies which can inform Haven players 20 minutes prior to a Grimm Attack - allowing players to be in their Haven during an attack)
Kurnar Temple - (very expensive, but in the event of player death will allow players of the Haven the option of having their corpse teleported back to the temple - also grants healers of that Haven with additional spells, skills and attributes).

We have plans for over twenty such structures thus far - this number could grow to well over thirty by release date.







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