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Messages - Hoogle

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46
Mapping Help / Re: Ostinyo's Mapping Tutorial
« on: January 14, 2012, 01:12:24 PM »
I know in your tutorial you said anything over 8 may break water but can it still be possible to use it?

47
Modification Help / Re: CityRPG
« on: January 14, 2012, 10:58:05 AM »
A mayor will remain mayor until voted out of office, or assassinated.

No stepping down from the role? I mean you could just be a bad mayor and get voted out but will the option be there? Also I can't wait for this since I am sad (and secretly power hungry) one of my favourite types of games are political simulators. Hope it works out well.

48
Modification Help / Re: CityRPG
« on: January 13, 2012, 11:09:01 AM »
Will vehicles have no damage? I remember in an early city you hosted you decided to disable damage. It can get annoying when people walk on the road right into the path of a car, ect.

49
Modification Help / Re: CityRPG
« on: January 12, 2012, 02:18:47 PM »
forget, that reminds me bureaucrats don't do anything...

YOU GOT THAT RIGHT!

Satire

50
Modification Help / Re: CityRPG
« on: January 12, 2012, 02:10:13 PM »
How will jail breaks work? Will jails be the usual city rpg jail with either boring cell and/or mining or different?

Edit: I'm going to be annoying and jump on the job bandwagon, Could I be bureaucrat please <3

51
Modification Help / Re: CityRPG
« on: January 12, 2012, 11:27:18 AM »
A suggestion for clues.. the criminal can return to the scene of the crime and try and remove the clue. Though this would be extremely perilous and have a great penalty.

52
Modification Help / Re: CityRPG
« on: January 11, 2012, 07:56:53 PM »
Do you remember my CameraPath type idea I had for train transport? It is purely a cherry on top and doesn't add anything much to the game. Where the player can go to a station and board a train, then a camera path will play out following the railway it will appear to the player as if the train is moving, again purely a cherry on top.


If I recall correctly (which I may not have) you were against this idea but having a stock market type system where prices of resources/products are affected by the players themselves. Though not as badly done as in Diggy's where a couple of guys could sell one tick, then buy when lumber is very low, block entry the next tick and then sell on the 4th tick. This meant people just joining the game were capable of making 20k in first hour, ect.

An idea I've had for City RP's is building contracts. I think this is something city RP's really need.

Government contracts it seems obvious in blockland.

For example a new town is starting to gain more residents and new buildings are needed; police station, hospital, whatever... Instead of the admin's building this themselves, prospective builders will compete for the contract. My idea of how this would work is Admin/Mayor would put up a job in the city bulletin* saying Building X is needed and the payment will be listed. To get the job players will first have to pay an optional deposit to show they are committed and show the mayor buildings you have built in the city or maybe link to a gallery topic. Once the contract has been given the player should complete the building within a time set by developer. Once this time in the RP is reached the Mayor will get a message asking them if they are happy with the building or not. If yes the builder gets the deposit back plus the agreed payment and the bricks will then become the contractor's. If the mayor is unhappy the bricks will be destroyed excluding the lot or the two parties can also negotiate an increase in the time provided

Not sure what is possible and what isn't but I think the idea of contracts could be good and give a sense that the mayor is important... or the mayor could be a dictator and pay for statues of them all over the city.


*A City Bulletin, a small newspaper in which players can pay to post adverts (come to Hoogle's Cafe! sorta thing), could contain information about resource prices, recent crimes, model citizens and maybe the Mayor could put press statements in it.
    +Another power the mayor could have is controlling what goes in the bulletin, censoring adverts if they are corrupt and want a friend to get business.


What's your opinion on lots within a lot? Such as having an apartment building with room lots which can be rented out (different from having to give trust to people you don't know) or Malls who have lots inside that can be rented out and the Mall owner can collect a percentage of what the tenant sells.




53
Barn, I just got back from the Pentagon. They gave me your next car mission.


54
Modification Help / Re: Pirate RPG
« on: January 11, 2012, 08:41:13 AM »
One thing about the GUI for me is that Esc doesn't close it for me.

Another thing because I'm clumsy when I was re-binding the gui I accidentally pressed RControl. I double clicked it again when I tried to enter the combination of keys (RControl Shift and X) but when I hit RControl the pirate gui opened. Due to the control and pirate gui being opened I couldn't click to close pirate so basically I couldn't do anything. So yeah just a warning if you want to rebind, click backspace first to delete first bind.

55
Modification Help / Re: Pirate RPG
« on: January 10, 2012, 11:58:58 AM »
Chat's good this way

56
Modification Help / Re: Pirate RPG
« on: January 10, 2012, 10:21:24 AM »
That's a bit.. cartoony? Doesn't look good all spikey.

I have some ideas and suggestions some to time consuming and ambitious though (and no doubt pointless).

More advanced ships. With rowboat remaining the basic

Pirate Shanty Competition, the best singer wins 100 bottles of rum.

Perhaps another map, more Carribeany without the big blue iceberg?

A record of a pirates crimes which can be viewed. Seeing who/when they murdered,ect. (Actually that seems pretty bad, I like the sort of word of mouth system that happens here)

At the risk of sounding to City RP like here.. what about a third faction which is civilians who will build/farm/whatever and give a goal for pirates to plunder and government to protect.. though it seems most pirates can do this and not take part in any crimes really so probably not the best idea.

57
Modification Help / Re: Pirate RPG
« on: January 09, 2012, 04:24:13 PM »
Heedi in Surburbs cityrp (not sure if others) they had a system to deal with escaping jailers. You could disconect instantly but your player stayed for about 10 seconds. So it is possible (though don't ask me how)

58
Modification Help / Re: Pirate RPG
« on: January 09, 2012, 01:48:06 PM »
Is this map just for the beta or you planning to keep using it? It seems a little boring and icebergy. Though big maps cant handle water I understand :(

59
Modification Help / Re: Pirate RPG
« on: January 09, 2012, 09:38:10 AM »
*Dark Angel*: i was mantys gf before


manty... is there something you aren't telling us?

lolol... Tinkerbella <3

60
Modification Help / Re: Pirate RPG
« on: January 09, 2012, 07:21:35 AM »
Thanks, I'll end my round the world trip now that you confirmed it :D, from my way points I'll try see how large it is. I'm trying to get a picture of how big the world is so I can number each map repeat so I can navigate better.

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