Author Topic: []----[]'s Unfinished Add-On Dump  (Read 17523 times)

    • Delusional: Inno set by a mafia member, most likely godfather, to believe they have a particular role. (issue: by the start of the game, innos are already given their roles.)
    I'd say not set by a Mafia member, but random. Plus, they could probably only be the Fingerprinter because there are already roles for fakes such as the Paranoid Cop. This will also make the actual one kill them, or he kill the actual one.
    Also, the Paranoid Cop and Naive Cop both get incorrect information. Maybe the Delusional Fingerprinter could get incorrect information too?
    • Medic/Doctor: Capable of saving those struck by more slow-acting bullets. (such bullets would likely be faster rate of fire. theory {i.e. not implemented yet}: being hit with multiple bullets does not cause instant death. it has no further effect. {alternative: being hit with a bullet causes invulnerability for a second or two} {issue: they might as well be dead, so i suggest being hit by multiple bullets does not cause instant death})
    Some of this, I say no to. People die too quickly and I wouldn't want to change up how MM is right now. It would be too confusing. I'd much rather have the Doctor be able to "save their lives" within 30 seconds of their death. Let's say someone dies. The doctor (or someone else) finds the corpse (and brings it to the doctor). The doctor can preform something that will respawn or "heal" them. But if they've been disfigured by the Crazy, they cannot be saved.
    Just don't use it on a mafia...
    • Assassin: Spawns without any gun. Spawns with knife, just like Crazy. Knife does not perform in the same way as the Crazy, who can mutilate bodies. (experimental idea: at night, lacks all sounds whatsoever. perhaps even ability to become invisible for temporary amounts of time. perhaps increased speed.) Able to speak to Cop through anonymous messages from any distance. Only able to do this at night. Able to hear every message sent by the cop, even whispers, no matter the distance. (experimental idea: upon full-charged knife, assassin can be launched at high speeds (nonlethal of course) in the direction of the crosshair of the assassin, perhaps only when there is a target in sight.)
    forget quoting
    • Ballistics Expert: Capable of recording the weapon inventories of individuals with their weapons drawn into an accessible-by-slash-command list. Can brown townyze dead bodies that are not mutilated (by a Crazy) and determine what type of weapon was used on said body. (experimental idea: Spawns with all weapon types.) Able to trade weapons with other players. This affects the recorded inventories list. (probably doesn’t add knives to list, as brown townysis ability isn’t night-only and/or singular use.) (actually, changed mind. players with knives rarely take them out, so it might be interesting to see ballistics experts take advantage of this.)
    So in order to use this guy we have to add more guns, or does it tell them their gun was the Tanaka Works or what?[/list]
    « Last Edit: June 05, 2013, 06:49:48 PM by Cuddles le Bear »

    -snip-
    demon already exists

    the rest of the ideas are good

    also

    Hunter: Can tell by clicking a corpse, how many studs away it's killer is.

    could be once per night or once per day and night or twice per day or infinite idk

    I like the idea of a medic, to make him play against the chemist.

    cures poisoned people or something

    I like the idea of a medic, to make him play against the chemist.

    cures poisoned people or something
    ah yeah.

    One goal is to add as many Inno roles as possible. Rounds involve too many vanilla inno players, which people dislike playing if I recall.

    One goal is to add as many Inno roles as possible. Rounds involve too many vanilla inno players, which people dislike playing if I recall.
    another reason to add hunter

    and another: i don't believe the letter 'h' is taken

    what is hunter
    might be cool but i'm biased against it for not being my idea, and reminds me too much of fingerprint or whatnot
    « Last Edit: June 06, 2013, 10:34:57 AM by The Titanium »

    Some of this, I say no to. People die too quickly and I wouldn't want to change up how MM is right now. It would be too confusing. I'd much rather have the Doctor be able to "save their lives" within 30 seconds of their death. Let's say someone dies. The doctor (or someone else) finds the corpse (and brings it to the doctor). The doctor can preform something that will respawn or "heal" them. But if they've been disfigured by the Crazy, they cannot be saved.
    Just don't use it on a mafia...
    You're aware that the idea is to have multiple types of guns, some with longer deaths and some with shorter ones?
    You've got a point, though, that currently they're difficult to save. Perhaps that's fitting, though. Slowest/(whatever attribute) gun should be most lethal.

    EDIT:

    i've been thinking about how different guns could vary and they just might vary outside of stats, with specific effects such as ability scrambling/disabling

    • Misc Inno Ability for Consideration: One use per night, ability to scramble, disable, or make utterly unreliable for one night/day the abilities of any individual, maf or inno. Would provide a way to thwart possible threats without murder. Possible idea for all vanilla innos to use.

    not things like poison, exactly. they have to be abilities that both innos and mafs can find useful, and super-slow acting death would not aid the innos in reducing maf threats without endangering innos. (and this is kind of how some guns are already planned to work, albeit with less ridiculously less massive death times)

    hm

    oh yeah, there could be guns whose bullets can cause weapons to be disabled (though increased inaccuracy or something would probably be better. people would just plead for mercy if they were completely unable to attack) (however the founding idea behind disabling is the discarded idea of the jailer made to silence chaotic disputes before bloodshed) (maybe this gun does no damage) (edit: maybe it only pushes) (that sounds neat), can reduce the mobility of the victim, (or perhaps even mute/deafen but that might not be a good idea). though i'm worried these will be lame because of self-doubt.
    hm
    always interested in a gun that only pushes (and possibly does very slow killing or no damage at all)

    6/6/13 at 08:55:16 AM EDIT:

    an interesting idea that might be cool as a counter to the push-and-disarm gun would be a gun type that would be impossible to disarm

    (important to note: all guns have different, distinguishable models.)

    (important to note: "disarm" here does not mean remove from inventory, but temporarily disable functionality of)

    6/7/13 at 09:07:16 AM EDIT:

    • Additive Concept for Medic/Doctor: Based off of ideas from traditional Mafia games, Medic can select one person during the night to be able to survive being hit by one (1) bullet without dying. Additive effects are probably still effective. (Compensation for rapid-fire weapons: second-or-more invulnerability on first hit, followed by loss of invulnerability?) (Must decide whether or not this only applies to rapid-fire projectiles or all. Having it specific to rapid-fire may complicate coding and may produce odd or confusing gameplay.)

    • Additive Gamemode Concept: To deal with worries that adding too many powers to roles may overcomplicate and damage gameplay, it should be possible to activate and deactivate any powers from any role in accordance with invented gamemodes.

    why am i worrying that i am making things "too perfect" i hate my mind
    i'm too concerned that i'll never be happy
    « Last Edit: June 07, 2013, 09:27:26 AM by The Titanium »


    -post too big to include-
    Medic: Guns shoot slowly, doesn't really warrant mercy-invulnerability on being shot while under effects of a medic, in fact a "medded" player shouldn't suffer slowdown upon voiding said "medding". IMO medic should be made to make someone survive an one-on-one fight, not a firing-squad execution.

    stuff hit post too early, will add upon via editing not on this post
    « Last Edit: June 10, 2013, 08:48:13 AM by Cybertails1998 »

    decided to clean up previous post because it seemed to be the reason nobody was posting

    Some of this, I say no to. People die too quickly and I wouldn't want to change up how MM is right now. It would be too confusing. I'd much rather have the Doctor be able to "save their lives" within 30 seconds of their death. Let's say someone dies. The doctor (or someone else) finds the corpse (and brings it to the doctor). The doctor can preform something that will respawn or "heal" them. But if they've been disfigured by the Crazy, they cannot be saved.
    Just don't use it on a mafia...

    So... guns. Not sure I communicated exactly what the planned functionality was going to be like.

    The idea that we would have many different kinds of guns was planned for a while. You may have noticed that getting hit with a bullet causes a delay—about a second—and then death. This gun in the way it already is, along with other, differently attributed guns, would comprise a series with the intention of adding easy-to-understand depth and complexity, as well as allow vanilla Innos to experience something more spiced up and colorful without giving them unique powers.

    Weapons Concepts:

    Two ways to add speciality to weapons have been thought of.

    • Stats: Some weapons would have higher stats in some areas than others, with lower stats somewhere else to counterbalance.

    Code: [Select]
    — Death Time: All bullets have a delay in the time that they kill their victims. It's likely we'll keep the original gun's high speed of death as it is so as to not change the gameplay too much, but newer guns would have different times. Faster, more accurate, more rapid guns may have longer death delays. Some guns could have zero damage as a result of their special abilities.

    — Accuracy: This is rather self-explanatory.

    — Rapidness: There will not be many rapid-fire guns. Rapid-fire guns are expected to not be able to kill a person who is already incapacitated when the second bullet hits, as that is how I think it currently works. Otherwise, they would instant kill everyone.

    — Bullet Speed: More important than you'd think.

    — Reload Time: I'm not sure whether this is important to note or not, but I'll leave it here just in case.

    • Effects: Things that aren't numerical in value. They obviously aren't entirely covered in this list: their limits are creativity, but also how much they avoid completely loving up the gameplay in MM. Important: they have to be useful to both mafs and innos. Many of these may cause no damage.

    Code: [Select]
    — Silencing: I'm not sure about this one. It sounds solely useful for mafs. It's a traditional idea, though.

    — Multi-Shot: Self-explanatory, and too unlikely to be common to be a stat.

    — Impulse: This lies between stats and effects as I'm sure that all guns have a slight impulse. However, I don't see but a few guns with this as an added effect. [b]However, I see impulse as a great way to give killing power to weapons that don't deal damage.[/b]

    — Scrambling: This is an idea I especially like. I expect that it'd be used in guns that have no damage effect. What it does is scramble/disable the abilities of the target, inno or maf, to reduce their threat without killing them reasonless.

    — Disarming: Same as above, but disarms (disables) weapon usage of target temporarily.

    — Voice Amplification: The anti-whispering weapon. Likely to be used in guns with no damage. Causes every message to be made in all-caps, aka [SHOUT]. Imagining it being used by Ventriloquist. Imagining the situation that a player commands all players to be shot by the Voice Amplification gun-user, the caveat being that it's (in some cases) impossible to tell whether or not the guns of the "Voice Amplification gun-user" are actually that Voice Amplification gun. Massacres could ensue. However, a Ballistics Expert could intervene and speak for who is truly the Voice Amp Gun user. However, someone could pretend to be a Ballistics Expert. This would depend on whether or not trading would be anonymous, and/or possible to be used by some Maf role. Would probably only work as an "and", not an "or". Such things would probably be likely.

    — Poison: Another no-damage concept. No, not slow-death. The idea here is that it causes the victim to die instantly once hit with a bullet. Imagining Medic/Doctor able to cure such poisonings.

    — Passive Ability - Undisarmable: Does not disarm when hit with disarmer.

    — Additive Concept for Effect Weapons: Two modes for such guns, activated with the L key (not rmb because of certain roles using such a button) or something, one for damage and one for not.
    « Last Edit: June 10, 2013, 09:58:20 AM by The Titanium »

    important to note: no ideas are final, especially as MM is open source now. looking back the no-damage weapons give me a sour taste in my mouth. i'll still list in terms of "most official", whatever that means.

    It seems a lot of these features would fail to be meaningful without dramatically changing the death delays of average guns to really long. Not good.
    « Last Edit: June 10, 2013, 10:03:27 AM by The Titanium »

    I need all commands and afterlife/setup commands please.

    I don't see how to find the afterlife place thingy. :C

    go left along the surface of the leftmost "TYPE RULES OR GET BANNED" sign, you should see a brief "ghosting", turn left-ish and you'll see a white thing

    the console commands are as follows (replace X with preferred number):
    $MMGamemode = X; - sets gamemode, 0 thru 6, explained down there
    $MMDeadRising = X; - dead people control their corpses at dawn of day X
    $Pref::Server::MMDumpsterLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition();  - dumpster
    $Pref::Server::MMAfterlifeLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition(); - afterlife spawn
    $Pref::Server::MMArenaLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition();     - arena (place self in the center of the "boxing ring" first!)

    0 = STANDARD
    1 = CLASSIC, you're either normal inno or normal maf, generally disliked
    2 = I HATE YOU ALL, vent/cop round, fun if you're vent
    3 = HAHAHAHA, "All Mafia can abduct this round!"
    4 = JUST TRY TO SURVIVE, "All Mafia can use the Godfather chat this round!"
    5 = ABDUCT TITANIUM TONIGHT, forgot what this one does
    6 = BRACKETS THINK OF THE NAME, has an insane cop
    « Last Edit: June 26, 2013, 02:09:40 PM by Cybertails1998 »

    go left along the surface of the leftmost "TYPE RULES OR GET BANNED" sign, you should see a brief "ghosting", turn left-ish and you'll see a white thing

    the console commands are as follows (replace X with preferred number):
    $MMGamemode = X; - sets gamemode, 0 thru 6, explained down there
    $MMDeadRising = X; - dead people control their corpses at dawn of day X
    $Pref::Server::MMDumpsterLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition();  - dumpster
    $Pref::Server::MMAfterlifeLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition(); - afterlife spawn
    $Pref::Server::MMArenaLoc = findclientbyname("YOUR_NAME_HERE").getcontrolobject().getposition();     - arena (place self in the center of the "boxing ring" first!)

    0 = STANDARD
    1 = CLASSIC, you're either normal inno or normal maf, generally disliked
    2 = I HATE YOU ALL, vent/cop round, fun if you're vent
    3 = HAHAHAHA, "All Mafia can abduct this round!"
    4 = JUST TRY TO SURVIVE, "All Mafia can use the Godfather chat this round!"
    5 = ABDUCT TITANIUM TONIGHT, forgot what this one does
    6 = BRACKETS THINK OF THE NAME, has an insane cop
    Thanks, very helpful. The dumpster one is where abducted bodies go, yes? Also someone should whip up some spawn bricks for these.

    Another question, are the location prefs consistent? Or do you have to set them again every time you load up the build?
    « Last Edit: June 30, 2013, 11:36:52 PM by Dr.Block »