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The Ultimate Blockland RP - A Theoretical Discussion
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Niliscro:

--- Quote from: Doomonkey on July 24, 2010, 10:28:12 AM ---More people need to.

--- End quote ---
Rather, the right people need to (those who would be able to execute our ideas/plans).
Desolation:
This topic is interesting, I've made this response.

Sorry about the quality.
http://www.xfire.com/video/318889/

If you have any idea of how I could apply a similar method to Mining, Woodcutting, or in general anything else, feel free to submit your ideas.
Niliscro:

--- Quote from: Desolation on July 24, 2010, 09:51:10 PM ---This topic is interesting, I've made this response.

Sorry about the quality.
http://www.xfire.com/video/318889/

If you have any idea of how I could apply a similar method to Mining, Woodcutting, or in general anything else, feel free to submit your ideas.

--- End quote ---
Error loading video.
nevermind

That's pretty much what I was thinking of, however, one thing: Do fish always bite on each cast?  You should have the cast time out after a while and you have to recast.  Also, if you fail to set the hook you have to cast again, right?

Nice job either way.
Desolation:

--- Quote from: Niliscro on July 24, 2010, 11:46:41 PM ---Error loading video.
nevermind

That's pretty much what I was thinking of, however, one thing: Do fish always bite on each cast?  You should have the cast time out after a while and you have to recast.  Also, if you fail to set the hook you have to cast again, right?

Nice job either way.

--- End quote ---
Fish do not always bite, a cast times out after sixty seconds if they don't catch a fish, failure to set the hook results in the requirement of another cast.
Barnabas:
Sorry for the bump, but I hope it is justified by the rest of the post.

I have been thinking about how to separate the modules. Bear in mind that I'm not a coder, so I may be talking rubbish.

There should be a core module. It would be like the pincushion and the other modules would be the like the pins. Give and take away a few pins to fine tune the RPG system to your liking.

The core skill system should have 2-3 major skills (building, fighting, driving/flying etc.) and the minor skills or the fine-tuning of the major skills should be handled by the modules.

Here are some ideas for how certain major skills could function:

Building - (Bricklaying perhaps?): The less skilled you are the more penalties you get. The penalties could be in the form of higher planting times,  placing random bricks (instead of the brick you wanted to place a random brick is chosen), or bricks that are immediately killed after planting. Once you are starting to gain skills the penalties wane away, and if you are experienced enough you will build like you would normally. The skill mechanism should take the amount of planted bricks into consideration and the time spent building. Another award could be having "the Builder" or "the Bricklayer" in your title.

Fighting: We have to realize that people enjoy different set of weapons. Some go all default, while others prefer the fancier weapons and then there are the ones who download every single thing that shoots bullets/hurts people no matter how bad they are. In the core system there are two ways of implementing a skill system.
The default weapons could be added by default and if people feel the desire of adding more weapons to the skill sets, they add them manually.
Other way could be establishing a "class standard" for the weapons and the core could read them from the script of the weapons. I feel that this might need more elaboration.
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. Also, titles are a must.

Vehicles: I am not too sure about this one. But since vehicles are part of Blockland they have to be addressed somehow. Possibly adding perks for having driven certain kinds of vehicles for a set of time? The title bit applies here as well.
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