New Logistics/NPC Area
- Gallion
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01 Dec 2011 07:38 - 01 Dec 2011 07:40 #1
by Gallion (Gallion)
- James C. Kimball Director, Knight Realms
New Logistics/NPC Area was created by Gallion (Gallion)
New Logistics/NPC Area
Starting this month we will be using a new area for Logistics/NPC and Sign-in. What we have known as the Barn will now be an in-game area, its use yet to be determined, though probably some upscale meeting room as well as a large modsite room.
The new Logistics area is behind the barn. The white door closest to the escape ladder will be known as the NPC entrance. The Door in the middle of the building, to the immediate left of the NPC entrance will be known as the PC entrance. For sign-in the line will be the NPC entrance. After signing-in, any PC who needs something from logistics will need to go through the PC entrance only. The purpose of this new set up is to keep PCs out of the main part of logistics, so the Monster Marshal can easily separate PCs needing help from NPCs that they can send out. Currently the PC entrance is still the old barn door, after the weekend we will put a regular door there.
There is also an NPC exit door. The idea is for the room to flow. Enter through the entrance, flow around the centered kiosk MM area, and then exit through the exit door in the adjoining open room.
In general the new logistics area will be a far superior area for us to run the game from. It is very well insulated, so in the wintertime it will be easily heated. There will most likely also be a watercooler with a hot water tab, so NPCs can make tea, hot chocolate, or instant coffee, in between assignments. It will also place a much better buffer between the NPCs waiting outside logistics and the inn, removing the line of sight and the extra need to suspend disbelief. Over the next few months we’ll continue to add new things to logistics, including plans to add a bathroom and wash sink come spring.
While I have installed automatic door closers, please still be careful to close the door behind you when entering and leaving logistics, especially the PC area. While it is well insulated, keeping the door closed will help to keep the rooms warmer longer.
Starting this month we will be using a new area for Logistics/NPC and Sign-in. What we have known as the Barn will now be an in-game area, its use yet to be determined, though probably some upscale meeting room as well as a large modsite room.
The new Logistics area is behind the barn. The white door closest to the escape ladder will be known as the NPC entrance. The Door in the middle of the building, to the immediate left of the NPC entrance will be known as the PC entrance. For sign-in the line will be the NPC entrance. After signing-in, any PC who needs something from logistics will need to go through the PC entrance only. The purpose of this new set up is to keep PCs out of the main part of logistics, so the Monster Marshal can easily separate PCs needing help from NPCs that they can send out. Currently the PC entrance is still the old barn door, after the weekend we will put a regular door there.
There is also an NPC exit door. The idea is for the room to flow. Enter through the entrance, flow around the centered kiosk MM area, and then exit through the exit door in the adjoining open room.
In general the new logistics area will be a far superior area for us to run the game from. It is very well insulated, so in the wintertime it will be easily heated. There will most likely also be a watercooler with a hot water tab, so NPCs can make tea, hot chocolate, or instant coffee, in between assignments. It will also place a much better buffer between the NPCs waiting outside logistics and the inn, removing the line of sight and the extra need to suspend disbelief. Over the next few months we’ll continue to add new things to logistics, including plans to add a bathroom and wash sink come spring.
While I have installed automatic door closers, please still be careful to close the door behind you when entering and leaving logistics, especially the PC area. While it is well insulated, keeping the door closed will help to keep the rooms warmer longer.
- James C. Kimball Director, Knight Realms
Last edit: 01 Dec 2011 07:40 by .
- GJSchaller
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01 Dec 2011 07:47 #2
by GJSchaller (GJSchaller)
Replied by GJSchaller (GJSchaller) on topic New Logistics/NPC Area
Woohoo!
Thank you, James!
Thank you, James!
- rivanyasi
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01 Dec 2011 07:51 #3
by rivanyasi (rivanyasi)
Replied by rivanyasi (rivanyasi) on topic New Logistics/NPC Area
The fact that this has been realized is a testament to everyone who helped put it together... great job, everyone!
I'm especially looking forward to the not-freezing.
I'm especially looking forward to the not-freezing.
- geezer
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01 Dec 2011 08:03 #4
by geezer (geezer)
Edwin Haroldson
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Master of the Mages' Guild
An ethical person does the right thing when no one is watching.
OOG - Charlie Spiegel - Kitchen Marshal
"War is a matter of vital importance to the State..."
Replied by geezer (geezer) on topic New Logistics/NPC Area
Thanks to all who worked and will continue to work on it.
Edwin Haroldson
Loremaster
Master of the Mages' Guild
An ethical person does the right thing when no one is watching.
OOG - Charlie Spiegel - Kitchen Marshal
"War is a matter of vital importance to the State..."
- Brunner Von Ritter
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01 Dec 2011 08:29 #5
by Brunner Von Ritter (Martin Bridge)
OOC Name - Martin Bridge
Replied by Brunner Von Ritter (Martin Bridge) on topic New Logistics/NPC Area
All I can say is that I look forward to seeing the new stuff.
OOC Name - Martin Bridge
- Gwynedd
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01 Dec 2011 08:42 #6
by Gwynedd (Gwynedd)
Gwynedd
OOG: Suzi Shaffer
What do you need of me?
Replied by Gwynedd (Gwynedd) on topic New Logistics/NPC Area
Thank you everyone who helped make this happen!
Gwynedd
OOG: Suzi Shaffer
What do you need of me?
- Aemorniel
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01 Dec 2011 09:25 #7
by Aemorniel (Aemorniel)
Loremaster Aemorniel Estelwen Silverbow
The Quill of the Witch Hunter Academy of Travance
Apprentice to the Baronial Small Council
Court Scholar of Pendarvin
Assistant Editor and Columnist of The Travance Chronicle
While Others Succumb, We Overcome
~~~~~~~~~
OOG--JJ G.
The past cannot be changed, forgotten, edited, or erased. It can only be accepted.
Replied by Aemorniel (Aemorniel) on topic New Logistics/NPC Area
Will Old NPC Land/Logistic's sleeping area still be available to weekend NPCs this event or shall they look elsewhere for accommodations?
Loremaster Aemorniel Estelwen Silverbow
The Quill of the Witch Hunter Academy of Travance
Apprentice to the Baronial Small Council
Court Scholar of Pendarvin
Assistant Editor and Columnist of The Travance Chronicle
While Others Succumb, We Overcome
~~~~~~~~~
OOG--JJ G.
The past cannot be changed, forgotten, edited, or erased. It can only be accepted.
- Daniel McKraegar
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01 Dec 2011 10:58 #8
by Daniel McKraegar (Daniel McKraegar)
Still available, unless James says otherwise.
Replied by Daniel McKraegar (Daniel McKraegar) on topic New Logistics/NPC Area
Will Old NPC Land/Logistic's sleeping area still be available to weekend NPCs this event or shall they look elsewhere for accommodations?
Still available, unless James says otherwise.
- Gallion
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02 Dec 2011 07:50 - 02 Dec 2011 07:52 #9
by Gallion (Gallion)
- James C. Kimball Director, Knight Realms
Replied by Gallion (Gallion) on topic New Logistics/NPC Area
Would have answered this sooner, but didn't get home till around midnight. Actually I would rather it now be considered to be in-game sleeping space. NPCs can still sleep anywhere with PCs, as long as they just consider themselves 4BP commoners and don't disrupt in-game atmosphere.
- James C. Kimball Director, Knight Realms
Last edit: 02 Dec 2011 07:52 by .
Moderators: Lois Heimdell (LoisMaxwell)
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