Lorecraft wrote:Well the super cool thing is that towny can do most of this for you if you dont want to do it yourself. If we left it up to players and towny though, civilization would likely be much less organized and more scattered over the map. Towny also allows players to warp to a town spawn even if they don't belong to the town, just with a set price. And again, towny has its own wartimes function which even allows capture of territories by other kingdoms (but I hear that might be buggy? I think I remember pat saying something along those lines).
If we did want to put more orginization in it, we could set a large area around spawn (like enough room to be building towns in) to pvp free, then as towns crop up we could zone them ourselves and slowly unzone the rest of the areas around spawn. The theory here is that we give people enough room to build safely so that they can build up these towns without fear, and then hopefully the idea of expanding near each other for protection would catch on and the previously described society system would start happening. This would require giving the staff the last say in what qualifies as a town and what doesn't, so that they can zone it. Alternatively, we could do all the same things but make the players use towny to zone everything themselves. This would probably require lowering the prices in towny.
If we did use towny for it all, but didn't want to let it go out of control and have society at random points on the map, we could do something like "you are only allowed to make a town within 500 blocks of another town". This would also make nations that form much stronger, as their towns would be right near each other and able to help out (much like in real life).
There is a third way, a sort of combination, just to utilize both towny and zones. Have players spend on their town spawn claim, and then have staff zone the rest of their city. With this, people are encouraged to expand their town even if they dont currently have a lot of members (towny doesn't let you claim more than your population and the 10 extra claims), and it would also allow us to keep towny prices high because people would only need to pay for one claim.
Now to make this all work smoothly there are some other ideas that would have to be put in.
1. Towns cannot get thier starting townzone block (towny or otherwise) until staff deems it a town. This does a couple of things, it encourages people to build in the protection zone around spawn initially (because if they were allowed to get it zoned before hand then they would be safe wherever they chose to build), and then afterwards it encourages people to be right near other towns for their protection and easy carrying of items to the area.
2. Staff get the last say on what is a town and what isn't. Players can just deal, and they should learn to anyways.
3. Players get control of their zone flags. Not sure f this is implemented already. Last time I tried playing with flags I didnt have permission to them.
Now you are on to something. Problem is, someone needs to configure plugins it to work this way.
![Razz](https://2img.net/i/fa/i/smiles/icon_razz.gif)
And the clock is ticking fast on pats >.>
All info you need is right here tho: http://dev.bukkit.org/server-mods/towny-advanced/