Author Topic: Land Grab  (Read 1503 times)

This is an idea I had for an "RP" back in the Ultimate RP Discussion thread. I've realized it's not so much as a RP as it is a minigame, so that's what I intend to do. Make a minigame out of it. The game revolves around capturing territories and building bases on them. It will be centered around GUI menus and pre-built structures,  but will be very fun to play (at least theoretically). Anywho, if you don't understand what I'm saying up here, hopefully my description of it will be all the explanation you'll need.

/!\IMPORTANT/!\
Whenever I talk about Server Preferences, they'll look like this.
Whenever I make an example, it will be surrounded in brackets. [ex. Like this]
Whenever I make a comment on something, it will have parentheses around it. (Like this)

One last thing, I will constantly be adding to this post with better explanations, pictures, and project updates.



When players join the server, they spawn in the spawn zone. They are then presented with a GUI. This GUI will set up the attributes of the player's nation. (I will talk about nations more in-depth later)

Server pref - ability to start a nation: 1. Anyone 2. Allowed IDs Only

If server pref is set to 1, there will be two tabs at the top of the GUI, "Create" and "Join".
In the create tab, players have 3 options. The can set apperance, color, and name.
-Apperance determines what everyone from that nation will look like (can't change head/hand color, face decal, or hand/leg shape).
-Color determines what colors the nation will have (they have to choose 3 colors, although all 3 could be the same). [ex. Apperance: Color 1 = Torso/Arms/Pants, color 2 = Hat/Backpack/Shoulder, color 3 = Feet/Accent. Flag: Color 1 = top bar, color 2 = middle bar, color 3 = bottom bar]
-Name is what the nation will be called and what will be on player names. [ex. Nation is Camalot, so player would be "Blockhead of Camalot"]
When a nation is created, no other nation can use the same colors or name as it.

In the join tab, the player is presented with a list of created nations. New nations will be added to this list as they are created. The player selects a nation they would like to join and clicks the join button. Then all the nation prefs will be applied to that player.


If server pref 2 is selected, only allowed IDs can make nations (sub pref determines if those IDs are also allowed to join nations instead of making their own), everyone else has to join an existing one.

Other system prefs include:
Nation limit - determines how many players are allowed to be in a nation
Nation switching - determines if players are allowed to switch nations, players can do this by typing "/nation", which then brings up the starting GUI.
Conquer - If on, a nation that is destroyed has all players in that nation kicked from it and they must create or join a new nation.
Elimination - If on, when a nation is destroyed, players are put in standby mode until the end of the round.
Lobby - determines in there is a lobby between rounds. (lobby allows nations to make sure they have a fair amount of players before the round starts) players cannot leave the spawn area until the lobby is over.
Lobby time - determines how long the lobby is open for, center print alerts them every minute until 1 minute remains, then is says at 30 sec, then a count down from 5 (when in the lobby, players can manually check remaining time by typing "/time")


Nations are essentially teams. Each team will be unique from every other team. Teammates need to work together to build their nation and establish an empire. Some people will need to be capturing land while other attack and defend against other opposing nations.If you're not careful, even the strongest nations could fall to a few well-planned attacks.

To start off. Players spawn on a 64x64 baseplate. This baseplate will have 3 64x64 baseplates on each side of it forming a square. Players will run out to these spaces and stand on them to fill up a "capture meter". Once it's full, the nation gets 10 gold. If a player captures a territory too close to the edge of the square, new baseplates will be generated. After the initial spawn point is surrounded by captured territories, it is moved at least 3 baseplates away from the nearest occupied space. When trying to capture a territory, only one team can be on it. If multiple teams are on it, the meter will stop until only one team remains. If multiple people of the same team stand on a space, it goes up quicker (limit of 3x speed increase). When a territory is captured, that team's flag is planted on it. When teams have enough money, they can purchase building to build on their territories. By clicking on a flag, a GUI will appear with buttons that tell you what can be built and how much they cost. To upgrade or demolish a building, players click on a special object in found in each building that activates the GUI. By upgrading buildings, teams get advantages such as access to weapons and building with higher defense. Certain buildings will allow that team to spawn in them so the team members won't have to trek back to their base from the spawn point. Other buildings will allow them to teleport between areas so they can travel faster. By demolishing buildings, players get half the gold back that it to to build the building. Weapons will allow players to attack other teams. By killing a player, the killer's team gets 5 gold. To conquer an enemy's territory, the player must use weapons to destroy any buildings or flags, then they must capture it like a normal territory.



I'll post more stuff later, but right now, I want your opinions. Does this sound fun?

And most importantly, I'll need help. LOTS of help. Unfortunately, I don't need any models made as this is all script work. So it is scripters that I need.



I like this Idea and you should too. :D

Could you tell me what this is in 3 sentences or less?

I like this Idea and you should too. :D

Woot!

Could you tell me what this is in 3 sentences or less?

Capture the territory for money. Use money to buy buildings with weapons. Kill people with weapons for more money and land. Basically it's the middle ages.


It sucks trying to explain this idea in my head. The game play would be super simple to understand if you people could try it, but since it's not a tangible game, none of you can. :(

I'm going to try to make a ton of example pictures later today. Hopefully that makes it clearer.

I'd like it with an awesome map, some weather system, time system and some sort of theme; medieval, modern, tribal, etc.

I'd like it with an awesome map, some weather system, time system and some sort of theme; medieval, modern, tribal, etc.

The map is an evergrowing field of 64x64 baseplates. RP Weather and Time could easily be paired up with this mod. The theme is interchangable, I guess, but i was imaging a medieval theme. This mod would basically represent the dark ages.

I want to know more about this

What do you guys want to know. I have everything figured out in my head, but I'm not sure how to get it all down in writing. Tell me what you would like to hear about more in-depth, and I'll try to explain it.

Very interesting.

Still working on the reading though. :P

I'd like to see a really elaborate economic system.

I'd like to see a really elaborate economic system.

That's what I'm trying to work out. At the moment, it's basically you get money from capping and killing. You use the money to buy you weapons and build better defences.

This mod is supposed to be an action filled game with battles like the darkages had. I'm having a hard time adding a legit system for money that is practical with the objectives of the mod.

And sorry for all the reading. There's a lot I need to explain so people can fully understand.