Author Topic: New city rpg in dev  (Read 2832 times)

I would like to know if you guys have any ideas you would like to see in a city rpg, a totally new one, nothing related to iban, jjstorm, or jasacrp. Thanks.
This is a serious project, and it will be finished, even if i need months.
/discuss

Dev status:

ll 2%
« Last Edit: July 12, 2013, 05:35:01 PM by Sylvanor »

Ideas I got from PacCity4 Development thread that I liked and wanted to see if you would consider these:

No "Job" System
Your job is what you do. It's not a tag and it's not a number to be added to your wallet every day. It's not even exclusive with other jobs. It's an action. Do your job.

You can mine ore, process that ore to items, and sell those items. So are you a miner? A factory worker? A shopkeeper? You're none of those, and yet you're all of them. Don't place artificial restrictions on that kind of thing - you could also sell that ore to another player who has access to the right gear to process it, so they can sell it on as shipped items (unusable until sold from a sales case) to someone who has a commercial area to sell them to consumers.
Career Criminality
This was always a fundamental flaw. Theft isn't mutually exclusive with your ability to swing a pickaxe. If you learn to do it, you can steal or pick locks. Since anyone can do it, the punishments should be more severe.

At 1-5 stars, you have a linear scaling jail time (20-60 minutes) which a lawyer can pay to exempt you from. At 6-8 stars (70-90 minutes) a lawyer cannot pay parole. At 9 or 10 stars, you gain a life sentence - if you're jailed, that's it. You get reset and your lot(s) are put up to be sold on the real estate. Of course, past 5 stars, the amount of crime required to gain another star should increase exponentially. If you get repeatedly jailed at 6-8 stars, it should permanently make it easier to gain stars past 5 - so if you have a lot of decent size crime sprees eventually you are going to get that life sentence.
Building
For the love of god don't make players place lots. Holes in the landscape is ridiculous. Make lots with existing ground, and a proper lot purchase system for real estate.
Lot zoning should also be important - to legally sell items you should have to zone your lot as Commercial, which costs as well as purchasing it. To process raw materials it should need to be zoned Industrially, and personal spawns should only work on Residential lots. The lot zoning should stay with the lot even if it transfers owners.
Learning and Skills
To do certain things, one should require certain skills which can be learned.
Learning about Mining should increase the speed at which you mine ore, learning about Engineering should increase the speed at which you produce items and even reduce the ore cost of doing so, learning about Economics should decrease the taxation you pay on sold items, learning about Crime should teach you to pick locks and steal wallets, increasing your Physical capabilities should increase the speed at which you run and how high you jump.

Essentially, multiple areas of study which change the ways you interact with the world. These should be learned by both paying and spending time to actually study them - encourage this with fun "Go to school, dumbass!" propaganda posters!

Studying should be done by spending time on campus for a number of ticks - you just need to visit the campus each tick until you've got the necessary amount of study time accrued, and then you've learned it. You can go and do other things while you study, and if there's multiple campuses you could even learn multiple skills at once if you have the money and can make it to each campus each tick.

Also, you should be able to show someone your CV - essentially, show them what skills you have, in a way you can't lie about. If you want someone with some Engineering qualifications to run your production line, so you use less ore and get things done faster, you don't want them to lie about it.
Variety, variety, variety
A proper inventory system would be a great plus. Limit the amount you can carry so you can't just mine for hours on end, and also open the door to more variety in the items you can use. You could have things like actual usable drugs - say a reflex enhancer that increases your physical capabilities for a set time, or cigarettes that make you look cool and reduce spread with weapons, or food you can actually buy and carry around and eat later, clothing, portable vehicles - there's a lot of things you could do. The fact that the only interesting thing in a cityrp is a gun is its biggest flaw, so fix that.

Hygiene- Requires a hunger system, and it is a bit 'sims-ish' I know, but sometime after eating a player will need to use a toilet brick. If a player fails to do so in time they will soil themself, which mounts an emitter on the player. (Such as flies or green clouds) While in this soiled state they can fined one time by a policeman for public indecency. They will need clean themselves using a bath tub brick.

Automated Starter Hotel- A run-down, cheap hotel that is automated. Most new players are homeless for a long time before they can purchase their own space. An automated hotel would allow them to have a place to stay, for a price paid daily. It would be unattractive, have small rooms, and shared bathrooms. Just a basic place to start until they can afford either a better player-owned apartment/hotel, or their own home.

Garage Car Spawn- Think like APB, or GTA. A garage that players 'store' their cars in and can spawn 1 at any time in game. When a player logs out the vehicle is despawned, instead of most city rp's where the first 20 people who buy a car let them sit around and get used/stolen by everyone else. Only 20 cars can be out at one time, but 60 different people can all own a car and bring them out based on the current number of cars driving around.

Storage Bricks- Lockers and safes that allow players to store items and cash. Criminals can crack these open. Things like lockers are cheap and easily crackable within seconds, but an expensive safe might take minutes to break into

May be asking for too much.


I want one like http://wiki.darkrp.com/index.php?title=DarkRP
If you could recreate some type of darkrp for blockland i'd play it too much.

blah,blah,blah
Seeing as this would take forever to code, I decided to narrow it down. You don't have to take advice on my Career Criminality system, but you need to make a whole new one so it would be so hard to go on a spree that people wont do it.

The things I would really like to see is the "No "Job" System". It doesn't make logical sense to just sit around waiting for your paycheck to come in if your not doing your job, your job is what you do. I would also like to see the Learning and Skills implemented into this as well as the second section of the post.

Thinking to all of this yeah, thanks you.

Sounds like the RPG event-based lmod" I've been making for two years.

Is this gonna go for public release?

There are fewer building areas, instead you rent areas inside shopping districts or apartments. You enter and buy the baseplate and roof of the room making it under your ownership. You can build on it as long as you pay rent to the landlord. The landlord is the one who constructed and owns the building. some will not have one but be simulated by the rpg (server owned towers construted by the mods).

  Now then there are the actual landlords, they are the ones with a construction permit and are aloud to erect buildings. They must make income off of the tower they built and if they fail to do so they have a few city rpg days to make the money off of it. If they fail to do so they must sell it to another player with a permit to make income or the server.

  By selling your building to the server you will have gotton ridden of what you built at minimal price. But if you sell it to another player you can decide the fee of which it is sold at. The risk of selling it to another player is they will most likely have more money than you and be able to start getting a monopoly on the market. If they happen to get a full monopoly on the market of being a landlord than they simply get income for the time on. More about this is described in what's next.



  So why would a player try to own the market? well here the reason is. This will be an rpg you can win you win by getting complete control of a certain part of the economy.  If a player ends up running all the grocery stores than they get free income in till all other markets are owned.

  Once all of the markets are owned the server resets. All custom player builds are cleared and the map of the place is randomized like the buildings in animal crossing. There is a bunch of standard module builds that will be loaded in random positions. Winners of the last rpg get a money bonus at the start. If you held more than one market it doubles. if you held three of the markets you beginning money triples and so on.



In this jobs are more of a random thing. You will start out with a fair amount of money in your pocket for buying stuff in till you can get a well paying job and get an apartment and what not. You will start off with lower paying jobs and few options on your job list in till you get out of high school (Education amount is a number that increases over time not something you go do.). Once your out of high school you have the options of going to college or going getting a job a slightly better job. You will have a list of jobs and a list of colleges. The colleges will give you a certain type of education point that will allow you to later go about getting a better job in that field. You will get little money while at college do to the fact it is more of a part time job in that case.



  The last thing is being a criminal. In this you can not freekill endlessly. If you kill more than 3 people without being caught you are stuck in jail intill the rpg resets. pickpocketing allows you to get money from a person for each time you right click them. If you click a person to many times in the same timeframe of 1 rpg week the person will notice you taking it while your by him and alert the "server" the player shall than be sent to jail for awhile and lose all the money to the person he was robbing.



  The last thing is being a criminal. In this you can not freekill endlessly. If you kill more than 3 people without being caught you are stuck in jail intill the rpg resets. pickpocketing allows you to get money from a person for each time you right click them. If you click a person to many times in the same timeframe of 1 rpg week the person will notice you taking it while your by him and alert the "server" the player shall than be sent to jail for awhile and lose all the money to the person he was robbing.


Make prefs for this and also jailtime.
I personally like the baton system better.

And please no "winning" the rp.

Make prefs for this and also jailtime.
I personally like the baton system better.

And please no "winning" the rp.
I think that would be neat, for an industrial era based one atleast.

Yes please. Make one that is more user friendly than Jasa's, but not as buggy as iban's. Jasa's mod just causes people to lose interest after a week.

Crime

     In this game, you use the same "you get hit with a baton u go to jaile" system. Although, after 15-20 kills (make rtb prefs) cops can start locating you on their jps. Default jailtime should be six minutes per arrest.

Jobs

Renter

    This job is able to rent people houses. He can make a hotel/apartment, then using special door bricks, he can allow/deny certain users access to certain doors. He gets $100 automatically for renting a place, and 100 dollars is automatically deduced from a renters paycheck every rotation. He also has a item where he can touch people who don't pay rent to teleport them to the spawn (if they are refusing to leave)

Shop Owner

     The shop owner owns a shop. He can sell weapons, food, powerups, ect. He can spawn items off of bricks, while non shop owners can't. There are also prices for every item (configureable in rtb settings).

Criminal

    The criminal spawns with a silenced gun, and a lock pick to open doors. The criminal can get arrested after a certain amount of kills (configureable in rtb settings). He can also pickpocket a maximum of $20 at a time. If a criminal shoots you, you can shoot back and you won't get arrested. He gets $20 per kill.

Builder

    The builder charges people to build them a house. He automatically gets $50 from the government every time he does so, and he can charge as much as he wants with his customers. Builders can send "build invites" but not like regular invites. The builder's customer can cancel whenever he wants, and the maximum amount of bricks builders can destroy at a time is 10.

Terrorist

    The terrorist is the "pro" criminal. He is the same as the criminal, except he has a sniper rifle also. He gets $50 per kill, and $80 per cop kill.

Electrician


Basically the same as the builder, but he does eventing instead.

Police

The police have batons and melee tasers. Batons arrest criminals based on their crimes (rtb preefs)

blah blah blah

No don't make it so you can win, that's not logical at all. You can't win at life. Besides what if someone doesn't want you to run all the markets? Then your going to have two people fighting to rule the economy. So yes in someways it is realistic, but you can't win.

You shouldn't be stuck in jail until the rpg resets, that's not fair at all. You should have a really bad consequence but still be able to play,

more blah
They should use the same system and it shouldn't be six minutes per arrest, there's still nothing stopping them from going on a huge killing spree and loving up everyones gameplay. The crime system should be rewrote completely.
« Last Edit: July 10, 2013, 09:48:04 PM by Benjamin Lopez »

They should use the same system and it shouldn't be six minutes per arrest, there's still nothing stopping them from going on a huge killing spree and loving up everyones gameplay. The crime system should be rewrote completely.
coughmypostcough. I was thinking there are certain crimes in which the police have to come stop, and if it was a serious offense they are stuck in jail no matter what like in real life where the person is hunted down and put behind bars. Except they do not get hunted there just sent there and all cops get money do to the fact the troll could leave the server and never gotten punished. or the cops are terrible.