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The Ultimate Blockland RP - A Theoretical Discussion
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M:
Okay, Wedge's idea sounds fantastic. Other things could also be incorporated to that; a land ownership system that doesn't run on little holes in the landscape. Build the world as a giant cubescape. Players can modify the landscape using something like Lilboarder's trench digging mod (I wouldn't make it using the infinite mining system, as that makes creating your world harder) and build on land they own.

Land also isn't purely on a grid; you can claim land anywhere in any size, based on 4x units. You could claim a 4x4 area (that is, 16x16 bricks) or a 1x2 area for a tiny stall or something. Also, if you claim some land of a 16 square units of area or higher, it prevents people from claiming one unit outside of your land unless you allow them to manually ("road space"). If the area is above 64 square units, the road space allowance becomes two units, or 8 bricks, around your land. A "main road". As well as this you can also build on the road space, however the land is still unowned for all other purposes (people can dig in it, attempt to vandalize your roads, etc)

Fatigue is what makes it a longterm project like RoB. Digging out a 4x cube of dirt takes 10 points of fatigue. Digging out a 4x cube of stone takes 25 points. Placing a brick takes one tenth of a point for every 3 plates of volume the brick has. Every 1x1 brick, basically. You regain fatigue at a rate of 25 points an hour if you're not on the server, and 10 points an hour if you are. Time spent in the server through an hour length tick counts for this, so if you're on for half the tick you'll get half of each side (17.5 points). As well as this, you can eat to boost your fatigue, to give incentive to people to sell their services. Selling of services is also manual-automatic; you sell it via automated events but they won't function if you're not online or on the premises. As well as that you also need to get the goods themselves, which creates supply and demand. If you want to sell fish pies, you'll need a fisherman to get the fish, a baker to make the dough, and a cook to cook the pies themselves (yes, this would normally be the baker's job). You can fulfil these roles yourself if you want, but that's a lot of work and a lot of time you have to spend away from your shop. Food however is not necessary for survival. It's just to replenish your fatigue so you can get more done in one session. You may also only consume 40 fatigue worth of food in a tick; so if you're online for the whole tick, you can only get 50 fatigue total. However if you come online for five minutes, eat your 40 points of food and log off again, you'll get 11/12ths of the tick at the resting rate, 1/12th of the tick at online rate, and your 40 point bonus. That's 22.9 + 0.8 + 40, or 63.7 points of fatigue, of your 100 point maximum.

Certain jobs or "titles" as Wedge puts them would also make those things take less fatigue; if you're a cook you use less fatigue to cook things than a normal player, as well as being able to cook more things which restore more fatigue for less materials; if you're a fisherman you use less fatigue when sitting around waiting for fish to bite, as well as getting bigger fish of better types in less time. If you're a builder you use about 0.75x the normal fatigue rate to place bricks. These titles are earned simply by doing the things associated with them; you become a cook by cooking, a fisherman by fishing, a builder by building, a vandal by destroying things, a murderer by killing people, etc. to stop people from becoming invincible all-rounders who are amazing at every skill, perhaps a limit of six titles could be imposed. So you could be a rank III chef and a rank III fisherman, which would let you get good fish and cook good food with them, but you wouldn't exactly be a gourmet or pulling in sharks. Whereas someone who gets all of their six ranks in one title can offer superior services.

So you can terraform, you can supply goods, you can build. But what incentive is there to build a good structure? The answer is admin enforcement - the system can't possibly determine what is a good or bad building, so if your building is bad but tolerable, you'll get nothing for it. But you might be given bonuses by server admins for having a good build - or for just being a good friend, yes that's abuse but it also encourages people to actually be friendly with the administration. We're not monsters, please disregard that we act like them most of the time. You might get a service award for selling good products at a low price, or a master architect award for building a nice home, or a good samaritan award for giving things away or selling at a loss. Other players could see that you have these awards and choose to use you over the competition based on them; although if the competition is selling at a lower price most people will probably still use them, because they're in it for themselves anyway. No system is flawless, but oh well.

As well as all of this you could incorporate decay; bricks built on land will start to break if their owner hasn't logged in for three real days, and if no bricks are left on the land, it will declaim. If you don't fish you'll lose your fisherman title. Losing titles would basically be if you're online and active for two or three one-hour or longer play sessions without doing anything related to them, and this would accelerate if you do things inverse to them if applicable. Vandalism will decay your builder title and vice versa. Bricks on unowned land (which can only be built on by admins) decay also, however any builder can just come over and give it a quick bang with a repair hammer to reset its decay, so if people aren't fixing the bridges they'll eventually break.

Okay, so disregarding that this whole idea is mostly ranted, badly formatted and jumbled, any thoughts on it? It's all possible, obviously.

MODIFICATION: Also, if players are restricted in their avatar choice in some way, for instance clothing is an item that must be made using dyes and cloths and the like, this could also give some visual representation of prosperity; in the beginning players would have some basic clothes. Certain clothing could also offer bonuses, for example a tiny bonus to the speed that your builder skills rank up if you're wearing builder's overalls or something. If you die a lot in one session you may also get a pegleg or a hook hand at random. If you have two peglegs, you can't wear shoes, if you have two hook hands, you can't wear gloves, and these would have some nice potential bonuses (possibly a set of shoes that lets you run faster?)
Doomonkey:

--- Quote from: M on July 10, 2010, 09:19:57 AM ---Okay, so disregarding that this whole idea is mostly ranted, badly formatted and jumbled, any thoughts on it? It's all possible, obviously.

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I think it's great, perhaps losing titles should take more time, and I would want the peg-legs and hook-hands to heal eventually, or perhaps you could pay a doctor.
Killer2:

--- Quote from: heedicalking on July 09, 2010, 09:20:17 PM ---If an RP is going to include fighting (survival rp), then you it has to be difficult for one person to go on an all out killing spree. In City RPs, one guy would just get a rocket launcher and kill everyone, and would require no effort to get another. If an RP mod was to be made and it included fighting other players, weapons should be difficult to get.
--- End quote ---

I would like to expand on that.

You also want to make the weapons balanced. This is so you want to keep some weapons and still have new ones. Abusive weapons should also not be used.


--- Quote from: heedicalking on July 09, 2010, 09:20:17 PM ---A Colonization RP, the one I was attempting to make, would feature you forming a colony by building bricks, but bricks cost wood to place. You can fight and make peace as well as trade. Alliance system should be built in because saying "who wants to team" generally doesn't work. Having a built in teaming up system would allow people to work off of one big resource pile, use the same spawns, use custom chat, and so on.

--- End quote ---

Will you continue working on that eventually. If so, I have a good idea on how to have populations, assigning jobs to bots, etc.
Krinsae:
I agree with mostly everything said: now, i think we should start a progress thread, and start listing and assigning roles to make this incredible mod.
Night Fox:
I don't usually care for the RP stuff, but if this gets made, I'll likely be playing them more.
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