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Modification Help / Jincux's CityRPG
« on: November 19, 2012, 12:28:22 PM »
Jincux's CityRPG
Ever since Iban's CityRPG v2 was leaked, nearly all CityRPGs have been based on it. CityRPG v2 had some major flaws, which ultimately resulted in it becoming a deathmatch with weapons. Iban also nearly finished his CityRPG v3, but left near its completion. To try to redefine the genre, I've started making a CityRPG from scratch.
What's different
The first major point that makes JCR different is the fact that there are no jobs. Your job is what you do, not how much money you get paid every 6 minutes. However, to still add a limiting factor, there are permits and certifications.
A second difference is that materials and money won't magically appear out of thin air. Materials, called plastic, must be mined, refined, and then assembled. Standardized pickaxes and axes can be found near mines and forests. Players can collect raw plastic which can then be sold to a factory. Players who have purchased factory certification can work within a factory to refine raw plastic into plastic. The factory owner defines the prices in which raw plastic is bought, refined plastic is sold, and the amount that workers get paid per production. The plastic can be purchased to build, or further manufactured into food.
In addition, the JCR will feature a mayor. Mayors are elected once a day based on the previous day's votes. Players who have purchased politics certifications are automatically placed in the running. Mayors are in charge of maintaining and expanding the city, along with deciding what is legal and tax rates.
Company System
This has been something that I've wanted to do since pretty much day 1 in Blockland. Any player with a business permit (price defined by mayor) can start a company. Within the company, they can manage permissions, groups' (Miner, Laborer, Administrator, completely dynamic) payroll and tools, and globalized prices. A lot can be defined as a business lot, which gives control and ownership to the company. All money is directly wired to the company bank account.
When it comes to employees, they are classified into groups. Payroll happens daily, and is togglable.
Crime System
We discussed a very complex crime system. Upon a crime being committed, evidence pieces are dropped. When another stumbles upon the evidence, they can take it (and thus destroy it), collect it, examine it, or tamper it.
If it is examined, it gives 5 people's likelihood of being the criminal. Whoever is examining the evidence has to put together who they think the criminal is themselves and submit the evidence to an elected judge. The punishment is decided by the players of the server, within limits of course. Criminals can produce plastic for the government while in prison.
If it is tampered, it increases the likelihood of another player and decreases the likelihood of the actual criminal. The player who tampers with the evidence may pick who's likelihood gets boosted. But, the tamperer is immediately added to the list of possible criminals. The more it is tampered, the greater likelihood that is displayed for them.
Taking it just merges it with their existing supplies (evidence is stuff like raw plastic, plastic, and money). Collecting it allows them to give it to another player, perhaps one who has certified into a detective and can better examine it. The Government pays whoever delivers the evidence to the court if the judge finds the accused person guilty.
All GUIs are via Blockland Glass (v1.3.2 or 2.0 Beta 1.1). This allows you to have a single download, so no worrying about updates.
Feel free to come participate in the early open beta. Hosting by Kalphiter.
Ever since Iban's CityRPG v2 was leaked, nearly all CityRPGs have been based on it. CityRPG v2 had some major flaws, which ultimately resulted in it becoming a deathmatch with weapons. Iban also nearly finished his CityRPG v3, but left near its completion. To try to redefine the genre, I've started making a CityRPG from scratch.
What's different
The first major point that makes JCR different is the fact that there are no jobs. Your job is what you do, not how much money you get paid every 6 minutes. However, to still add a limiting factor, there are permits and certifications.
A second difference is that materials and money won't magically appear out of thin air. Materials, called plastic, must be mined, refined, and then assembled. Standardized pickaxes and axes can be found near mines and forests. Players can collect raw plastic which can then be sold to a factory. Players who have purchased factory certification can work within a factory to refine raw plastic into plastic. The factory owner defines the prices in which raw plastic is bought, refined plastic is sold, and the amount that workers get paid per production. The plastic can be purchased to build, or further manufactured into food.
In addition, the JCR will feature a mayor. Mayors are elected once a day based on the previous day's votes. Players who have purchased politics certifications are automatically placed in the running. Mayors are in charge of maintaining and expanding the city, along with deciding what is legal and tax rates.
Company System
This has been something that I've wanted to do since pretty much day 1 in Blockland. Any player with a business permit (price defined by mayor) can start a company. Within the company, they can manage permissions, groups' (Miner, Laborer, Administrator, completely dynamic) payroll and tools, and globalized prices. A lot can be defined as a business lot, which gives control and ownership to the company. All money is directly wired to the company bank account.
When it comes to employees, they are classified into groups. Payroll happens daily, and is togglable.
Crime System
We discussed a very complex crime system. Upon a crime being committed, evidence pieces are dropped. When another stumbles upon the evidence, they can take it (and thus destroy it), collect it, examine it, or tamper it.
If it is examined, it gives 5 people's likelihood of being the criminal. Whoever is examining the evidence has to put together who they think the criminal is themselves and submit the evidence to an elected judge. The punishment is decided by the players of the server, within limits of course. Criminals can produce plastic for the government while in prison.
If it is tampered, it increases the likelihood of another player and decreases the likelihood of the actual criminal. The player who tampers with the evidence may pick who's likelihood gets boosted. But, the tamperer is immediately added to the list of possible criminals. The more it is tampered, the greater likelihood that is displayed for them.
Taking it just merges it with their existing supplies (evidence is stuff like raw plastic, plastic, and money). Collecting it allows them to give it to another player, perhaps one who has certified into a detective and can better examine it. The Government pays whoever delivers the evidence to the court if the judge finds the accused person guilty.
All GUIs are via Blockland Glass (v1.3.2 or 2.0 Beta 1.1). This allows you to have a single download, so no worrying about updates.
Feel free to come participate in the early open beta. Hosting by Kalphiter.