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pghq_guidelines [2022/06/10 09:27] – [Matrix Access] jankpghq_guidelines [2023/01/30 19:07] (current) – external edit 127.0.0.1
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 ===Building Constraints=== ===Building Constraints===
-  - Room 00 must connect directly to the game world without a lockable door or anything else between it and the world– you might use this as a parking lot, a nondescript entrance to an abandoned building, etc. This is to enable the LEAVE command to allow trapped players to escape your HQ. \\ \\+  - Room 00 must connect directly to another zone to facilitate the function of the LEAVE command. This command will enable player to exit an HQ, should exiting via door become unavailable due to locks.\\ \\
   - Room 01 of every HQ is the Keymaster room, where an NPC shop selling all the keys to your building is located. This room must be behind an unbreakable locked door, and can be attached to any point in your HQ. Be judicious about who you give the key to R01 to: anyone with access to it has access to your whole HQ by proxy. \\ \\   - Room 01 of every HQ is the Keymaster room, where an NPC shop selling all the keys to your building is located. This room must be behind an unbreakable locked door, and can be attached to any point in your HQ. Be judicious about who you give the key to R01 to: anyone with access to it has access to your whole HQ by proxy. \\ \\
   - All rooms other than R00 must be sequestered such that the public cannot access them (ex: a locked front door that players must get through to reach the rest of your HQ). The exception to this is if you purchase the Public Front upgrade, which becomes available for purchase once your HQ has reached Tier 2. Without Public Front, you cannot open up new clubs, bars, public offices, etc.   - All rooms other than R00 must be sequestered such that the public cannot access them (ex: a locked front door that players must get through to reach the rest of your HQ). The exception to this is if you purchase the Public Front upgrade, which becomes available for purchase once your HQ has reached Tier 2. Without Public Front, you cannot open up new clubs, bars, public offices, etc.
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 ====Tier 0==== ====Tier 0====
 //(100,000 nuyen plus 50 syspoints)//\\ \\ //(100,000 nuyen plus 50 syspoints)//\\ \\
-All HQs start at Tier 0, which means the HQ has just been founded. At this tier, the thematic style of the HQ is expected to be a hole in the wall sort of place-- your group has found an area to squat in and maybe patched it up a bit.+All HQs start at Tier 0, which means the HQ has just been founded.\\ 
 +At this tier, the thematic style of the HQ is expected to be a hole in the wall sort of place-- your group has found an area to squat in and maybe patched it up a bit. You will be able to freely build anything in the list below. Beyond this tier, every room, door, mob, item, and flag will have an associated cost.
  
 Examples of Tier 0 HQs: A floor of an abandoned building, a shipping container, a derelict boat, the end of an old dock, the entrance of an unused mineshaft or cave, a vacant shop, etc. Examples of Tier 0 HQs: A floor of an abandoned building, a shipping container, a derelict boat, the end of an old dock, the entrance of an unused mineshaft or cave, a vacant shop, etc.
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 \\ \\ \\ \\
 All Tier 0 HQs come with all of the following: All Tier 0 HQs come with all of the following:
-  * 7 + headcount rooms, including the mandatory R00 [entrance] and R01 [keymaster] +  * 7 + headcount rooms, including the mandatory R00 [entrance] and R01 [keymaster] (remember that R00 must be directly connected to the game world w/ no doors between it and the world) 
-  * 2 + headcount unbreakable doors, and the keys to them +  * 2 + headcount unbreakable doors, and the keys to them. 
-  * As many standard (breakabledoors as you want, and the keys to them +  * 7 + headcount breakable doors. Additional doors may be purchased with no limits. 
-  * 1 + headcount storage room flags (which save the object/item contents of a room)+  * 1 + headcount storage room flags (which save the object/item contents of a room.)
   * 2 garage room flags, which save the vehicles in a room (great for a communal garage when paired with the storage flag, or a public parking lot without that)   * 2 garage room flags, which save the vehicles in a room (great for a communal garage when paired with the storage flag, or a public parking lot without that)
   * 1 keymaster mob, who sells the key items you chose for your doors. The keymaster mob will be placed in room R01, and must be behind an unbreakable door.   * 1 keymaster mob, who sells the key items you chose for your doors. The keymaster mob will be placed in room R01, and must be behind an unbreakable door.
   * 1 + headcount custom ambience/furniture items (ex: a desk, a bed, leaky pipes, etc), which can be zoneloaded in.   * 1 + headcount custom ambience/furniture items (ex: a desk, a bed, leaky pipes, etc), which can be zoneloaded in.
  
-Other than astral wards on apartment doors, no add-ons or alterations are available at this tier. You’re not obligated to use all of these things in your design, but they’re included for free, so it’s recommended to make the most of your allowance here.\\ \\+Other than astral wards on apartment doors, no add-ons or alterations are available at this tier. You’re not obligated to use all of these things in your design, but they’re included for free, so it’s recommended to make the most of your allowance here.\\ 
 +Note that all player apartments use an unbreakable door from your allotment, but receive a ward and pickproof for free.\\ \\
  
 ====Tier 1==== ====Tier 1====
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 With the above in mind, you may purchase the following additional items: With the above in mind, you may purchase the following additional items:
   * 14 additional rooms (for a maximum of 29 + headcount)   * 14 additional rooms (for a maximum of 29 + headcount)
-  * 2 additional storage flags (for a maximum of 5 + headcount, not counting the twinned garage/storage flag)+  * 2 additional storage flags (for a maximum of 5 + headcount)
   * 5 additional pieces of custom ambience/furniture items (for a maximum of 10 + headcount)   * 5 additional pieces of custom ambience/furniture items (for a maximum of 10 + headcount)
   * 3 additional custom gear (for a maximum of 5 + headcount)   * 3 additional custom gear (for a maximum of 5 + headcount)
   * Unique mobs up to your headcount (not counting the keymaster)   * Unique mobs up to your headcount (not counting the keymaster)
-  * 3 shops + 10 items per shop. This is for food, drink, non-functional RP items. (not counting the keymaster)\\ \\+  * 3 shops + 10 items per shop. This is for food, drink, non-functional RP items. (not counting the keymaster) 
 + 
 +See the section [[pghq_guidelines#expanding_the_hq|Expanding the HQ]] for details on purchasing these items.\\ \\
  
 ====Tier 3==== ====Tier 3====
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 Your maximums increase by the following: Your maximums increase by the following:
   * 20 additional rooms (for a maximum of 49 + headcount)   * 20 additional rooms (for a maximum of 49 + headcount)
-  * 5 additional save flags (for a maximum of 10 + headcount, not counting the twinned one)+  * 5 additional save flags (for a maximum of 10 + headcount)
   * 20 additional custom ambience/furniture items (for a maximum of 30 + headcount)   * 20 additional custom ambience/furniture items (for a maximum of 30 + headcount)
   * 5 additional custom gear (for a maximum of 10 + headcount)   * 5 additional custom gear (for a maximum of 10 + headcount)
   * +10 items per shop (for a maximum of 20 items per shop)   * +10 items per shop (for a maximum of 20 items per shop)
  
-Note that each HQ has a HARD CAP of 100 total items, which includes keys, furniture, custom items, etc. You will have to design your HQ to have no more than 100 total items, which means if you want to reach your full complement of 50 custom items, you may need to sacrifice a few pieces of furniture or consolidate some doors to the same keys, etc.\\ \\+See the section [[pghq_guidelines#expanding_the_hq|Expanding the HQ]] for details on purchasing these items. 
 +\\ \\ 
 +**NOTE:** //Each HQ has a HARD CAP of 100 total items, which includes keys, furniture, custom items, etc. You will have to design your HQ to have no more than 100 total items, which means if you want to reach your full complement of 50 custom items, you may need to sacrifice a few pieces of furniture or consolidate some doors to the same keys, etc.//\\ \\
  
 =====Add-Ons===== =====Add-Ons=====
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 //(100,000 nuyen, 25 syspoints)//\\ //(100,000 nuyen, 25 syspoints)//\\
  
-The Matrix Access add-on is purchasable starting at Tier 1 and represents your group obtaining illegal access to the Matrix, likely by tapping someone else’s line. This add-on allows you to add a single jackpoint to your HQ, which leads to the proximally-nearest LTG, or to a chosen Matrix Presence host if you’ve also purchased that add-on.+The Matrix Access add-on is purchasable starting at Tier 1 and represents your group obtaining illegal access to the Matrix, likely by tapping someone else’s line. This add-on allows you to add a single jackpoint to a __public space__ connected to your HQ. At Tier 1 this would be your garage area if it's an openly accessible spot like a parking lot. At Tier 2 you could put it in your local business, bar, etc.
  
 **NOTE:** //This jackpoint is for RP purposes. It will be I/O speed 1, making it unsuitable for paydata downloads to prevent abuse.// \\ \\ **NOTE:** //This jackpoint is for RP purposes. It will be I/O speed 1, making it unsuitable for paydata downloads to prevent abuse.// \\ \\
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   * You can purchase the Socialization flag anywhere in your public area. All of your public rooms may be made Socialization rooms, but any Socialization rooms must always be reachable– no lockable doors between them and the outside world.   * You can purchase the Socialization flag anywhere in your public area. All of your public rooms may be made Socialization rooms, but any Socialization rooms must always be reachable– no lockable doors between them and the outside world.
   * You can now request changes to the world immediately outside your HQ (signs, flyers, and other advertisements point the way to you).   * You can now request changes to the world immediately outside your HQ (signs, flyers, and other advertisements point the way to you).
-  * You gain a taxi stop with a keyword of your choice (keyword subject to staff approval). 
   * You’re able to post ads for your group in the trideo.   * You’re able to post ads for your group in the trideo.
   * And, of course, you can have a public business front.   * And, of course, you can have a public business front.
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   * **Pickproof** for 1 syspoint   * **Pickproof** for 1 syspoint
   * **Unbreakable** for 1 syspoint   * **Unbreakable** for 1 syspoint
 +  * **Hidden** for 1 syspoint
   * **Warded** against astral projections for 2 syspoints   * **Warded** against astral projections for 2 syspoints
  
pghq_guidelines.1654878463.txt.gz · Last modified: 2023/01/30 19:07 (external edit)