I think that the first guild land claim would need to be in a sector free of any other guild land claims. That would keeps things spread out enough but they could still be claimed next to each other, in different sectors, and compete.
Would probably have 2 types of guild land claims: town and road.
- town would need to be next to another town claim, could build anything, costs more, limited by guild member count or something
- road would need to be next to a town or road claim, can only build road and signs, costs less, no limit allow members to claim/build to anywhere, roads would increase speed of movement somehow
Not sure what would be the best way to get an NPC to town. Maybe you build a marker like "Weaponsmith Marker" and you put it where you want them to spawn. They will only show up if the town/room meets the requirements. Like a coal pit, table, etc., plus maybe a food NPC in town or even a miner NPC since they need food and ore.
Hmmmm, and to get a food NPC you need a farmer NPC who needs some kinda crops/trees growing and farm tools. If crops get destroyed then the farmer leaves or the farmer gets killed then it affects the food NPC who leaves and then everyone who depends on the food NPC, etc. A domino effect. Processing would happen like once per real day and guild members would get alert messages about it.
One way to give value to NPC Traders in a guild town would be to have Treasure spawns on them. It would use your member upgrading them feature to increase the number and level of the spawns. With 10 ores, we would have 10 levels. Level 3 is now Cobalt so once per real day, N number of Cobalt weapons with various + would spawn on the weapon NPC and the old ones would be removed. That would encourage players and members to check it out frequently.
Currently the Guild Town code:
- limits land claims to number of members, land claim still based on 20x20 so need to edit it for the new 10x10
- guild town mode doesn't share XP to members for some reason
- there is some kinda tax system too and town charges
I would rather code features that players can use to build with than spend time building maps. RPGWO is supposed to be dynamic after all... right?