WhitGuard's Shop Exchange Idea


thederpypikachu
Colossal

Joined: over 4 years ago
3 topics
6 posts

by thederpypikachu » over 3 years ago
Posted for WhitGuard!
Shop lag, Shopkeepers, Parcels, and city planing.

Lag Entities allowed.
It is with self interest a shop sign is paired with a chest of items. Can it be done where a shopkeeper can volunteer to have less chest/sign pairings to include more various lag cost entities. signs, animals, anvils, Echests, redstone contraptions? Where a merchants first task is to negotiate for their own shop space and design. Common shops configurations are given by default.
Special designs demand special compensation and well thought out style. Could each entity be given a lag cost. And each rank of shop be given a point amount they can craft into their shop.. I don't know the behind the scenes of things well.
Chest = 1 sign = 1, piston =5 hopper =5, anvil =5 echest=2 animals =3. Mythic shops get 30 points, rule of no more than 12 chests. These numbers are for show.

Size, Demand for Parcels.
Each plot has an exact and even dimension. Is it possible that those who wish to share shops be allowed to have the base amount of space and entities of the first person. PLUS half (1/2) of the total blocks and entities alloted to the second shopkeeper.
If 3 people were to go together on a shop its total volume would be 1+.5+.5 bringing lag cost and total space used down by 33%. while a Mythic shop owner gets 30points of entity lag... two mythic owners get 45points of entities to place. And, instead of 90 for three sperate owners, the space and lag cost is 60 working together.

Cosmetics and city scapes.
With the possibility of each plot being a different dimension city planning could tier away from spawn and starting points. That a gradual increase in size and dedication can be seen as plots go from 1 owner size to 1.5, 2, 2.5, and 3. with special considerations given to plots that wish to include 7+ people taking up the space of 4 individual shops.
A height increase may also be considered as compensation for additional persons if horizontal space becomes an issue. That new shop owners beginning their merchant journey are seen first as shoppers travel from spawn to the largest shops further in. Balancing location against client pull: a shop with more to offer further away and a new shop on the way with only a few chests might have a bit more balanced traffic.






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