@tsar said in MU Peeves Thread:
I personally am not a fan of big massive grids. I’d rather build exactly the places I think people will go and no streets and call it a day.
Yep. I don’t like massive grids either, but I also don’t like small grids where none of the rooms have a point.
My ideal grid (for a game with a central staff driven plot line) would be maybe 20-30 rooms consisting of:
- 3-6 hub areas to represent different neighborhoods of the city or regions of the kingdom or whatever
- 3-4 rooms in each neighborhood or region to represent common social areas of that region / neighborhood
- A few rooms in each region that are earmarked by staff as key locations to the central staff driven plot.
I’d probably also allow player builds if they wanted to add their characters houses or businesses to the grid, but have those set up so that they are turned invisible and locked if the character that ‘owns’ it goes idle.
And if the game required faction specific RP places, I’d probably throw 1-2 of those out there for each faction that needed it.