Poll

Pardoning?

No.
7 (20.6%)
Yes, any high level job.
4 (11.8%)
Yes, any high level job with time delays
9 (26.5%)
Yes, but other.. (explain)
3 (8.8%)
Bail system (Explain how you want it)
11 (32.4%)

Total Members Voted: 34

Author Topic: PacCity 4 - DO YOUR JOBS  (Read 14637 times)

CityRP isn't just a buggy mess of a mod, it's designed badly. Iterating on the exact same design, no matter how good the code is, will still be making something bad. You have fallen into the same pit every other CityRP "recode" has, and like every other one you're going to loving drown in it.
Got any suggestions on what can be done to improve the mod? Rather than say how terrible you already forsee it becoming, what do you think can be changed to make the design better? I mean, pacnet seems to be pretty open to ideas, so go ahead and suggest some changes if you really think it will improve the playabilty of the mod, and experience of the players. Best to point out all the flaws of the current city rpg design now, to replace with suggested improvements while the mod is still young and undeveloped.

If you saw his post on page 1 you would have seen his so far great ideas on how to improve the mod.
Make jobs unlike regular cityrp, certain actions should not be only applicable to some special job (woodcutter, thief, etc)
Make it so you have to be in a certain area to do actions, school, job, or whatever.
Jail should be a big deal, going with the system M mentioned should work pretty well.

Possibly also have it so you can get others to work for you, you put them on your payroll and they must be within the property their job is at for them to get paid per tick or something and them being there could process metals per tick (in the case of a factory)
That's just a rough idea, and like M mentioned the players would have their own CVs (not custom made/player altered) which shows their history, for example where they worked before, if they were fired/quit, what skills/education they've got, etc.

Ah thats right, whoops I had forgotten. Doing jobs the way Skyrim does character classes; that does sound much better than the typical jobs system. Perhaps turn jobs into skills, or roles, where a player improves those roles the more he does them, and can maybe earn titles based on how high their role is. Such as playing the role of a shop owner/businessman can unlock the "Entrepeneur" title, which reflects the player's hard work. Idk. Anyway I'd just like to see this mod do well.

It is not impossible to mirror/flip a build with other brick shapes
We aren't playing roblox, you can't flip special bricks if the counterpart doesn't exist
I never said flipping a build is impossible just those few special brickies
Mold; you suggested the idea of making an add-on harder to use for newer players

It's ID discrimination
Aren't you also tired of those crap city rpgs that appear every week and die the next week


Ah thats right, whoops I had forgotten. Doing jobs the way Skyrim does character classes; that does sound much better than the typical jobs system. Perhaps turn jobs into skills, or roles, where a player improves those roles the more he does them, and can maybe earn titles based on how high their role is. Such as playing the role of a shop owner/businessman can unlock the "Entrepeneur" title, which reflects the player's hard work. Idk. Anyway I'd just like to see this mod do well.
Yeah, have the skill of the job to slowly get better the more you do it, but eventually you reach a cap with the skill until you go to school or something, depending on the job/skill. As if you reached a threshold of field experience. This would apply the other way around too, if you went to school a bunch but never worked much with it outside school you won't be able to get maxed on it.
So having a bunch of money isn't a one way trip to being maxed on every single skill. Some skills, for example pickpocketing would have no school for it.

Also schooling would take time, I think M mentioned this but every once and a while you must go to school within the tick and stay there for a bit so it's not like education in the original CityRP where you just paid money and you were done instantly.

CityRP isn't just a buggy mess of a mod, it's designed badly. Iterating on the exact same design, no matter how good the code is, will still be making something bad. You have fallen into the same pit every other CityRP "recode" has, and like every other one you're going to loving drown in it.

You still need education to apply for a job (which actually needs you to be in school) and the system will be way more complex than CityRPG.

You still need education to apply for a job (which actually needs you to be in school) and the system will be way more complex than CityRPG.
Care to enlighten us on how the system will be? Is it all going to be player created jobs with some 'government' jobs to get the city started?

Care to enlighten us on how the system will be? Is it all going to be player created jobs with some 'government' jobs to get the city started?
Pretty much. For most jobs a company owner default job will own a company / office and you will work there. The owners can accept / deny your application to work there.

^^ This is almost like a Business RP Job System style where people hire, fire, work, apply, get paychecks and other stuff like that.

Pretty much. For most jobs a company owner default job will own a company / office and you will work there. The owners can accept / deny your application to work there.
How will the company make money from a worker who is on their payroll if the job is some office job? I would understand how a factory/mining job would work (export of raw goods/products)

Or will the company owner just make money from the player just existing/working on their payroll? Like money coming from nowhere like original CityRP

How will the company make money from a worker who is on their payroll if the job is some office job? I would understand how a factory/mining job would work (export of raw goods/products)

Or will the company owner just make money from the player just existing/working on their payroll? Like money coming from nowhere like original CityRP

It really depends on the type of office company. There will be default types to choose when making a company (like Medical for example)

Well, my main question is actually; does money come out of nowhere? Or is there an actual economy

Well, my main question is actually; does money come out of nowhere? Or is there an actual economy
I am adding an economy (although this is going to slap another year on the project maybe) but the only rulebreaker is that the Host can generate money out of nowhere (like grant money), but only the Host.

I am adding an economy (although this is going to slap another year on the project maybe) but the only rulebreaker is that the Host can generate money out of nowhere (like grant money), but only the Host.
Holy crap a whole year?

Why include a grant money command?

If you want an economy, just know that newly printed money is given to the bank who then loans it out to whoever asks for it (companies, some person with a credit card, etc) This makes loaning money an actual requirement in the city. Much like real life. Problem with this is since it's a much smaller scale, it will make it so pretty much everyone is in debt and owes the bank something. Which is not so fun for gameplay

Economics is pretty complicated, would be cool if someone who studied it could come in this thread cause I probably got most of this wrong lol


Also the inclusion of a system like this would allow for criminals to be able to print money (if they had adequate machines/space)


Holy crap a whole year?
Doubt it.
« Last Edit: September 07, 2012, 05:23:22 PM by HellsHero »

Nice Idea! I will be looking forward to PacCity 4:
 :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: :cookie: More cookies for you :D