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| The Ultimate Blockland RP - A Theoretical Discussion |
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| M:
--- Quote from: Doomonkey on July 29, 2010, 09:48:59 PM ---I think that disabling the message that says when people die is essential. It is really annoying, when you kill someone, and instantly everyone knows who did it. Also, I think a backpack/inventory system using a GUI would be cool. Maybe even trading, banking, and shopping could use similar features. I like the idea of having more than 5 items. If there was an inventory, there should be a weight limit rather than an item limit. There should also be certain penalties for having weight. It would also be good if you could have bricks/props/vehicles store items. So if I had a covered wagon, I could use it to transport more goods. --- End quote --- If you see someone die: If you had LOS to the killer as well: You get a regular death message Or you get a Self Delete message Or you get nothing As to the backpack idea, I always thought that limiting the player to 6 items or so with a total weight of no more than say 20kgs, plus the ability to carry containers would work well. The container would have anywhere up to a whopping 32 item slots, plus its own max weight limit and a multiplier; the container's weight is equal to its own weight plus the weight of everything in it multiplied by its weight multiplier. So you're carrying a gun which weighs something like 1.1kg, three clips at 0.3kg each and a backpack (0.4kg/8 slots/0.6x) with ten more clips, some trail rations (totalling 8 units at 0.5kg each, or 4kg) and a full 2L bottle of water (2kg). So your total weight is: 1.1 + (0.3 * 3) + 0.4 + ((0.3 * 10) + (0.5 * 8) + 2) * 0.6 = 6.6kg of your 20kg limit, and three slots of your 6. You also can't carry another backpack, but you could have a belt pouch (0.1kg/3 slots/0.8x) and a duffle bag (1.1kg/12 slots/0.6x) since the belt pouch is on your belt and the duffle bag is slung at your side over one shoulder (with the strap assumedly under the backpack). You can stow empty containers in other containers, and you cannot access containers in containers. It takes a second to open a container and it takes 0.2 of a second to remove one item from it (0.2s per item in the stack) so you can't just macro-swap items from containers, you need to manage your inventory. Also admins playing as admins have a hammerspace container which has 256 slots, no weight limit and doesn't weigh anything. |
| Space Guy:
--- Quote from: Barnabas on July 27, 2010, 07:22:21 AM ---Building - (Bricklaying perhaps?): The less skilled you are the more penalties you get. Fighting: ... Gaining skill would be based on the number of kills, the number of shots and the time you spent with that weapon. Just because you are lucky killing a few people with a few drawn shots that does not mean that you are instantly good at using the weapon. --- End quote --- It really depends what kind of outcome you want from the RPG. If you're trying to encourage good building then punishing people for starting to build at all unless you lay hours into it seems bad. Rise of Blockland did get those who started early to make good-looking places, and in other ways just kill one's ability to get started if you chose the wrong market upon finding that everyone but you has high-class decorations, a hundred foot sign and can afford to sell at the lowest possible price while you spent everything on putting down a baseplate and the required 'click to buy' 'storage' 'production' bricks. When weapons get skills, it depends on how much 'levelling up' increases them by. If going from skill 5 to skill 6 gives you 34 instead of 33 damage, that puts you at a 3-hit kill instead of four, so a clear advantage. The first person to go on a killing spree of AFKs, focused builders or people trying to do other tasks if there's an economy (CityRP meant people trying to buy food were prime targets) gains levels fastest, and others may be powerless to stop them if getting a gun is too difficult. (Again, CityRP. Saved enough to buy one, sure, but you might need 5 or 6 if you keep dying while they murder you... plus ammo) On the other hand if it's too easy that'll be what many focus on with it being a deathmatch between the best criminals with civilians as free money/ammo stores to steal. |
| Niliscro:
--- Quote from: M on July 30, 2010, 06:15:28 AM ---If you see someone die: If you had LOS to the killer as well: You get a regular death message Or you get a Self Delete message Or you get nothing As to the backpack idea, I always thought that limiting the player to 6 items or so with a total weight of no more than say 20kgs, plus the ability to carry containers would work well. The container would have anywhere up to a whopping 32 item slots, plus its own max weight limit and a multiplier; the container's weight is equal to its own weight plus the weight of everything in it multiplied by its weight multiplier. So you're carrying a gun which weighs something like 1.1kg, three clips at 0.3kg each and a backpack (0.4kg/8 slots/0.6x) with ten more clips, some trail rations (totalling 8 units at 0.5kg each, or 4kg) and a full 2L bottle of water (2kg). So your total weight is: 1.1 + (0.3 * 3) + 0.4 + ((0.3 * 10) + (0.5 * 8) + 2) * 0.6 = 6.6kg of your 20kg limit, and three slots of your 6. You also can't carry another backpack, but you could have a belt pouch (0.1kg/3 slots/0.8x) and a duffle bag (1.1kg/12 slots/0.6x) since the belt pouch is on your belt and the duffle bag is slung at your side over one shoulder (with the strap assumedly under the backpack). You can stow empty containers in other containers, and you cannot access containers in containers. It takes a second to open a container and it takes 0.2 of a second to remove one item from it (0.2s per item in the stack) so you can't just macro-swap items from containers, you need to manage your inventory. Also admins playing as admins have a hammerspace container which has 256 slots, no weight limit and doesn't weigh anything. --- End quote --- So you're suggesting an encumbrance system? I like that idea, to say the least, but should encumbrance be maxed out according to a player's level or according to the type of pack they're using? I prefer the latter idea so players can upgrade how much they can hold by buying new packs, etc. Or even a combination of the two, where a player can hold more weight as they level up and can also buy packs that can hold more weight. So if a player's max encumbrance is 20kg and their pack can only hold 10kg, they need to buy a new pack to take full advantage of how much they can hold. Also, I think we should go through some of this thread and pick out the ideas we like, so there's some type of coherent plan for anyone who wants to use these ideas for their mod. |
| Tom:
What I've realized is that crime is probably the only fun part of cityRP. So why not make some kind of "ghetto RP" where everything is based around crime. |
| Thorax:
Dang it Doomonkey and Clockturn! I was about to suggest a backpack idea yesterday, but I got busy and didn't get a chance. Inventory systems should be changed up to make everything a bit more realistic. Instead of the 5 slots players have now, it should be downsized to 3. For the rest of the post, I'll explain in pictures. This is our basic player with the new standard inventory. He decided that he wants to cut down some logs. After cutting down a tree, a log is added to his inventory. He decides he is going to chop down another tree. After cutting it down, another log is added. Now his inventory is full and he can't get anything else. Let's retry at situation now with a backpack item. The player would like to cut down a tree. After cutting it down, the log is then added as a variable to his backpack. Backpacks are used to hold items for a player when they normally wouldn't have room. They are controlled by slash-commands (Which could easily be turned into a GUI). /openpack lists the contents of the backpack (This could be a keybind to open the GUI) /putaway itemname moves an item from the inventory to backpack (GUI interface to do all this) /takeout itemname moves an item from the backpack to the inventory /remove itemname drops an item from your backpack (Inventory dropping would still work with ctrl+w) /switch itemname1 itemname2 switches an item in your inventory (1) with an item in your backpack (2) /setinvdefault makes it so that items that are picked up go into the inventory first if there is room /setbpdefault makes it so that items that are picked up go into the backpack first if there is room There can be different sizes of backpacks that the player can buy that would allow them to carry more stuff, but would also make the player move slower. Also, the reason I chose 3 slots instead of 6 because of this system. 2 weapons or tools will be easily accessible by the player for quick usage. Any other tools or weapons the player might need could be kept in the inventory. |
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