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The Ultimate Blockland RP - A Theoretical Discussion
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rkynick:

--- Quote from: Thorax on August 02, 2010, 02:07:09 AM ---I see. So it would be like a tree, with the end goal being the trunk and everything you need to achieve that goal be the branches? So you would at or subtract branches to get to that main goal? Sorry if my brown townogy is off, but I'm pretty sure I'm getting what you're saying now.

--- End quote ---
We come up with what the RP should be about before we figure out how it works.

i.e. It should be about a space station!
- Yes, and oxygen levels will work like so
Thorax:

--- Quote from: rkynick on August 02, 2010, 04:12:13 AM ---We come up with what the RP should be about before we figure out how it works.

i.e. It should be about a space station!
- Yes, and oxygen levels will work like so


--- End quote ---

Got it. So from now on, this post should look like the Suggestions & Requests section.
Celtic Wolf:

--- Quote from: rkynick on August 02, 2010, 04:12:13 AM ---We come up with what the RP should be about before we figure out how it works.

i.e. It should be about a space station!
- Yes, and oxygen levels will work like so


--- End quote ---
Good idea.
Barnabas:
I have an RP idea. It's basically an Arctic-survival kind of RP, but with twists.

The idea was sort of laid out when Ladios came to my server while I was making a little town on Slopes. Other elements were taken from Ace's Arctic RP with heat-bricks.

In the beginning you'd start somewhere nearby an already built town/village/whatever settlement which lies empty and is a bit shabby. (There should be possibly more of them). Players would get the option of either settling down there or go explore more in hopes of finding something better.

If the players decide to settle down, the first phase of the RP would begin. It would be about rebuilding/fixing up buildings so they can provide shelter to the tired and freezing explorers. Unfortunately for them, they won't have infinite source of bricks, so to get some they have to clear up rubble or demolish buildings that are unneeded. And to add more to the challenge, you can't carry infinite amount of bricks. But you can always always create material piles around the site of construction as a brick reserve. As the town gets rebuilt people could specialise in other things. One may keep being a builder (they are valuable!) some other people could be town guards or whatever they desire, and then we'd have many other folks, making items and so on. But items and vehicles use bricks too (or maybe some other resource?) and we also know that you can't tear down everything. With levelling these item makers can use less bricks to make things. And also they'd get a nice nickname, such as "Ivan the Gunsmith" or "Tony the Pharmacist". Same naming scheme would apply to builders, who could carry more bricks as a perk.

But your probably bustling town now needs more resources, so this is when the second part sets in. With a stable base behind them exploring is somewhat safer. Only somewhat. Because there are things lurking out in the wilderness. Like wild animals and other beastly things. And not to mention cold. So in such harsh environment you need to secure resources. How? It's all up to the players. Outposts could be set up nearby places with bricks. They could be anything from abandoned buildings, large brick piles, or even loose rocky walls. They can also steal from the possible enemies, or trade resources, like bricks for guns and so on.

These places might be far away from your town, so probably you should use vehicles. Vehicle spawns would be different from other bricks. To get a vehicle spawn brick, you have to break a vehicle spawn brick and then you can lay it down somewhere. Normally each possible starter towns should get one or two vehicle spawns initially, but they would have to be covered in rubble or snow so people won't be sidetracked far too early. The bonus of owning a vehicle is that you would be protected from the cold, and the "noise" (I know vehicles have no sounds in BL) would scare away beasts.

These are my ideas so far let's see if something could be done with it.

(I realize that this sort of RP needs a terrain map like The Slopes, and also a pre-built town. But I'm sure that with all the talented scripters out there a "town randomiser" could be made which would use a set of pre-made buildings and would generate them on randomly chosen suitable spots).
Doomonkey:
I think, to prevent resource grinding. Resources should be mostly non-renewable, however, they should provide many resources before becoming exhausted. Now that this mine is empty, our miner is given another task of setting charges to create another shaft, or becoming an explorer and looking for a new mine.

If this was the case, you would get an interesting nomadic type of deal, there would be ghost towns and abandoned mines, it would create unique gameplay. This nomadic age would only last until the players could successfully build a trading infrastructure, and be able to have a stable town.

Back to resource grinding. You should need skill to harvest resources, perhaps you would have to place cuts in slim zones. You should get penalties for swinging wildly or at nothing. Perhaps swinging at nothing could make the head of your axe/pickaxe fall off.
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