Years have using the traditional idea of a street grid have shown some the the results and reasons why we are looking at a new system. A few examples:
- The street grids can become extremely large, sometimes hundreds of coded rooms
- Players can get lost in them
- Roleplay is thined out with large expanses of code to traverse to
- Attrition causes alot of abandoned buildings
- Stockpiles left over become the treasure of trollers exploring every nook and cranny as if the game were a MUD
In short, the goal of the new system is a grid that will support the games theme and stories, will grow
and shrink[\b] with the playerbase and it's usage, and will require minimal administration from staff.
To accomplish this we will be using a mixture of 'G-Space', 'D-Space', and Coded Room Rentals.
The heirchy of the systems navigation is as follows:
At the top a player is within a G-Space room. These are Map rooms that represent vast IC areas and don't allow for roleplay or sight between characters except where riding within the same vehicle. From the map room the player can select a Public destination to visit. When they do, they will leave G-Space and re-enter realtime roleplay as they arrive just outside of their intended destination. Within some destinations, players will be able to rent and operate their own 'public places'.
The players will also be able to rent 'private places' that are not anchored to the established publicly accessibly and viewable grid.