916
General Discussion / Re: Blockland Merchandise
« on: September 06, 2012, 08:22:41 PM »Example:
-Blockland Tee-Shirts

Example:
-Blockland Licence Plate
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Example:
-Blockland Tee-Shirts

Example:
-Blockland Licence Plate
I downloaded the installer, but when i clicked it, the icon in the downloads folder just dissapeared.Why'd you waste your time on that?
I downloaded another copy, but again, when i clicked it, it vanished. no window or anything.
So i got kinda nervous, ran a virus check.
And guess what?
http://gyazo.com/13eaca52567b5bab76ffcc734c826997
rtbinfo.txt*Some add-ons on RTB don't have any relevant files whatsoever to the type of add-on and I think rtbContent.txt is making them not have to.
You don't really buy BY the brick, you buy a set of a thousand or more bricks.[/list] (Why does this "[/list]" thing keep coming here?)Don't make 1 brick cost more than 0.05 $

Oh god please no we will have hundreds of crappy city rpgs right now we only have those of people who can get the crappy existing ones to workAh sorry but I just can't bring myself to do that.
Something else I thought of is how shops works. Usually city rp's are completely littered..Yeah, good idea. Added. I'm also going to add things like Gun Licenses, Vehicle License, etc.
And why did you block me on RTB.Too annoying and not explaining any of your problems.
Its a city with a blue circle around it.It's just a picture.

Hygiene- Requires a hunger system, and it is a bit 'sims-ish' I know, but sometime after eating a player will need to use a toilet brick. If a player fails to do so in time they will soil themself, which mounts an emitter on the player. (Such as flies or green clouds) While in this soiled state they can be fined by a policeman for public indecency. They will be unable to take loans or get/change jobs until they clean themselves using a bath tub brick.
Automated Starter Hotel- A run-down, cheap hotel that is automated. Most new players are homeless for a long time before they can purchase their own space. An automated hotel would allow them to have a place to stay, for a price paid daily. It would be unattractive, have small rooms, and shared bathrooms. Just a basic place to start until they can afford either a better player-owned apartment/hotel, or their own home.
Garage Car Spawn- Think like APB, or GTA. A garage that players 'store' their cars in and can spawn 1 at any time in game. When a player logs out the vehicle is despawned, instead of most city rp's where the first 20 people who buy a car let them sit around and get used/stolen by everyone else. Only 20 cars can be out at one time, but 60 different people can all own a car and bring them out based on the current number of cars driving around.
Storage Bricks- Lockers and safes that allow players to store items and cash. Criminals can crack these open. Things like lockers are cheap and easily crackable within seconds, but an expensive safe might take minutes to break into.
Free of charge, have some gameplay improvements:
- No "Job" System
Your job is what you do. It's not a tag and it's not a number to be added to your wallet every day. It's not even exclusive with other jobs. It's an action. Do your job.
You can mine ore, process that ore to items, and sell those items. So are you a miner? A factory worker? A shopkeeper? You're none of those, and yet you're all of them. Don't place artificial restrictions on that kind of thing - you could also sell that ore to another player who has access to the right gear to process it, so they can sell it on as shipped items (unusable until sold from a sales case) to someone who has a commercial area to sell them to consumers.- Career Criminality
This was always a fundamental flaw. Theft isn't mutually exclusive with your ability to swing a pickaxe. If you learn to do it, you can steal or pick locks. Since anyone can do it, the punishments should be more severe.
At 1-5 stars, you have a linear scaling jail time (20-60 minutes) which a lawyer can pay to exempt you from. At 6-8 stars (70-90 minutes) a lawyer cannot pay parole. At 9 or 10 stars, you gain a life sentence - if you're jailed, that's it. You get reset and your lot(s) are put up to be sold on the real estate. Of course, past 5 stars, the amount of crime required to gain another star should increase exponentially. If you get repeatedly jailed at 6-8 stars, it should permanently make it easier to gain stars past 5 - so if you have a lot of decent size crime sprees eventually you are going to get that life sentence.- Building
For the love of god don't make players place lots. Holes in the landscape is ridiculous. Make lots with existing ground, and a proper lot purchase system for real estate.
Lot zoning should also be important - to legally sell items you should have to zone your lot as Commercial, which costs as well as purchasing it. To process raw materials it should need to be zoned Industrially, and personal spawns should only work on Residential lots. The lot zoning should stay with the lot even if it transfers owners.- Learning and Skills
To do certain things, one should require certain skills which can be learned.
Learning about Mining should increase the speed at which you mine ore, learning about Engineering should increase the speed at which you produce items and even reduce the ore cost of doing so, learning about Economics should decrease the taxation you pay on sold items, learning about Crime should teach you to pick locks and steal wallets, increasing your Physical capabilities should increase the speed at which you run and how high you jump.
Essentially, multiple areas of study which change the ways you interact with the world. These should be learned by both paying and spending time to actually study them - encourage this with fun "Go to school, dumbass!" propaganda posters!
Studying should be done by spending time on campus for a number of ticks - you just need to visit the campus each tick until you've got the necessary amount of study time accrued, and then you've learned it. You can go and do other things while you study, and if there's multiple campuses you could even learn multiple skills at once if you have the money and can make it to each campus each tick.
Also, you should be able to show someone your CV - essentially, show them what skills you have, in a way you can't lie about. If you want someone with some Engineering qualifications to run your production line, so you use less ore and get things done faster, you don't want them to lie about it.- Variety, variety, variety
A proper inventory system would be a great plus. Limit the amount you can carry so you can't just mine for hours on end, and also open the door to more variety in the items you can use. You could have things like actual usable drugs - say a reflex enhancer that increases your physical capabilities for a set time, or cigarettes that make you look cool and reduce spread with weapons, or food you can actually buy and carry around and eat later, clothing, portable vehicles - there's a lot of things you could do. The fact that the only interesting thing in a cityrp is a gun is its biggest flaw, so fix that.
Something else I thought of is how shops works. Usually city rp's are completely littered with ugly 'click ramp to buy for $1' shops that sell every item. So firstly what about implementing a system that requires certain permits to sell certain items? It would have an initial startup fee, and maybe a small monthly fee, with certain permits costing more than others.
Here's some examples.
Vendor Permit - cheap permit that allows sales of the most basic items.
General Permit - can sell more than a vendor, some food, tools, etc.
Grocer Permit - a permit that allows sales of any and all food items.
Medicinal Permit - slightly more expensive permit allows sales of medicines and drugs.
Firearms Permit - a very expensive permit required for gun sales.
This would add a nice variation to all the player-owned shops, as they can only sell based on the permits they have. Any player who would want to create a walmart-like shop that sells every item would have a lot of work and money needed to do so.
And now secondly, lets address how the items are sold. Like I said above, in most if not all city rp shops, players click a ramp print brick to buy an item like a vending machine. How can this be made more interesting? How about a "shopping cart" system?
For example; A player wishes to buy an axe. He walks into a general store and finds a sales case for axes. When he clicks it a variable is added to him thats shows he has 1 axe in his shopping cart. He now walks over to a self-serve register and pays for his axe. The axe variable is removed, along with the money required, and the axe item is added to his inventory. However if the player leaves the store without using the register, the axe item is added, the variable removed, and no money is taken. But if another player is nearby when this occurs then that passerby witness the theft, and the axe-stealing player is given whatever amount of demerits, stars, or whatever wanted level you would use.
Now that would be a bit unbalanced as players could steal many things and get off scott-free when the server is empty or when nobody was nearby. So shop owners should be given the option to invest in extra security, such as door locks for when they log off, or for use on back doors. Security cameras that can witness theft, or even detectors at the front of the store that sound off alarms when an unpurchased item walks through.
Yeah, good idea. I'm also going to add things like Gun Licenses, Vehicle License, etc.
Summary of concepts:[/list]
- large production and distribution chain of food, material and energy production
- limited resources including government and materials
- changing variables such as temperature and weather that both affect energy usage of certain equipment and player health
- fair criminal justice that does weaken but not completely destroy the existence of crime
- deterrents from crime
- taxes that actually contribute to a real entity's budget
- money that is neither destroyed nor created