Josan12 wrote:
I have a question: As part of my resting mod, i want the rooms that you pay for in the game to actually be something useful. Here's my proposal:
a) make the doors on the pay-for rooms locked under a high difficulty lock (easy change - i can do this)
b) make the beds in said rooms 'useable' that will heal 999hp (easy change can do this)
So, when the player pays for their room, they get teleported into the room, past the locked door. They use the bed, and get their healing.
Of course you should make your mod do the things you want in exactly the way you'd like, but all this seems like you're making things unnecessarily complicated for yourself. Why not just set a timer when the player pays the innkeeper for the room? The way it would work then, would be pretty simple:
1) Player pays innkeeper for a room, setting a timer;
2) Player now has access to a room for a day (week, month, etc) depending on the duration of the timed event;
3) If the player rests in the inn during the time(r) period for which they have paid for a room, the player gets extra healing;
4) Once the timer runs out, the player doesn't get any more bonus healing on that map until they pay for a room again.
There's nothing wrong with asking the player to use a little imagination, but it's usually a bad idea to artificially limit the player's freedom and introduce complicated game mechanics that may end up causing more frustration than satisfaction for the player. I'm not sure what benefit you're hoping to gain by teleporting the player to a particular room, putting them on the bed, etc. What if I arrive in town in the morning and want to rent a room for later, after I take care of some business? Also most of the rooms at all the various inns are empty, and it seems like it shouldn't matter which room the player chooses (or even if they choose a room at all rather than resting in the lobby). You could populate some of the empty rooms with people who get upset if the player enters their room uninvited, or the innkeeper could get upset if the player barges into other rooms (i.e. lockpicks all the doors) and charge them a higher rent the next time. Perhaps it would be easier to modify the maps slightly so that every inn is designed like the Golden Gecko in the Den; there's a locked door at the lobby entrance to the rooms, and if the player tries to access the guest rooms without paying the innkeeper gets upset.
If the player sneaks into a room anyway, why not just allow it? They won't get the bonus healing if they didn't pay (justified as can't rest well because of worries about being discovered as a squatter, etc), which would make sneaking into a room pointless in the first place.
If it were me the highest level of complexity I'd build into this system would be to give the player a "room key" to a specific room, which the innkeeper asks them to return before checking out (extra rent fee next time if the key wasn't returned on a previous visit). That would likely be more than enough for most folks to simulate the roleplaying experience of renting a room at the inn. In general I'd say that the more elaborate and complex you make your implementation of the "renting a room" idea, the more quickly it will devolve into tedium rather than fun for the player. This needn't be a concern if you're just making the changes for your own enjoyment, but if you're making something to share with others such complexity may unduly limit your potential audience of end-users.
In any case, I wish you well on your modifications.