Anton Oussik wrote: > I will propose a third, contradictory method, which sits in between, > and will probably get ignored, as it will be more difficult to > implement, but here we go anyways. > > A player buys a plot, and it starts off randomly generated. They can > build the house themselves, or get themselves a house by contracting > another player to build it. Something like "construction" skill would > need to be introduced, so people can be professional builders and gain > levels by offering their services as builders. Being high at the skill > should probably decrease material cost to them, and maybe open up > better construction materials (eg lvl 10 can make windows, at 20 you > can place doors, at 20 stairs, and at 50 can build complex connected > things). > > This way, a player not interested in construction can stay away from > it, and for a player interested in architecture design will have a > purpose in building things, and will want to get hired if not for the > money, then for the ability to gain xp building the house. > Well, even if a construction skill wasn't implemented, the constructing players could still make a profit in money or traded items, and because the cost of building lots is high, they would be gaining in bargaining skill if they have that as well. Because of these factors, such behavior could potentially evolve from the social dynamics of crossfire anyways. Perhaps something like a central advertising area for one wanting a house built, and those willing to build, could be added to encourage this. Alex Schultz