Poll

Poll closed

N/A
N/A

Author Topic: CityMod  (Read 81684 times)



Oh man, those are lovey. <333
If you could though, on the ATM, remove the "ATM" text because I'd like to use it for more than just an ATM.  Other than that those look awesome :).  Thanks.
« Last Edit: June 25, 2014, 08:17:36 AM by Vaux »

Oh stuff, those are lovey. <333
If you could though, on the ATM, remove the "ATM" text because I'd like to use it for more than just an ATM.  Other than that those look awesome :).  Thanks.

ZSNO, you're really great at modelling
like, really, really good
and as always, good luck on the mod vaux


You should remove the giant dark stripe, it looks weird.
It looks better than a blank side, that's why I put it there.

ZSNO, you're really great at modelling
like, really, really good
and as always, good luck on the mod vaux

All hail zsno.

i'm wanting good things from this mod discussion

a finished gamemode which runs perfectly on a well moderated server from highly trained hamsters

No Jobs
Your job shouldn't be a thing that should define you.  Your actions define your job.  Want to be a shopkeeper?  Sure, why not.  Want to work in a factory at the same time to get a little more green?  Go for it.  Your "job" is dynamic; there's no longer any artificial restrictions on what you can do.
Can you go into depth on this? I notice that you have "Skills" under Stats in your GUI thingy. Is this like your job title? What will determine your "skill"? How will the mod know what skill or job you have based on your actions? How will different abilities, such as not getting wanted from placing a bounty, or being able to sell weapons be recognized if you don't have a set job?

Could you give me all the information about this because I have a few ideas that could be affected by this feature.

Can you go into depth on this? I notice that you have "Skills" under Stats in your GUI thingy. Is this like your job title? What will determine your "skill"? How will the mod know what skill or job you have based on your actions? How will different abilities, such as not getting wanted from placing a bounty, or being able to sell weapons be recognized if you don't have a set job?

Could you give me all the information about this because I have a few ideas that could be affected by this feature.

Yes, Skills are what your player is the best at doing; it updates dynamically based upon many things, but mostly it's swayed by which path you choose to go on.  Say you went to school and kept increasing your Merchant skillset, your "Skill" would most likely show up as Merchant, Shopkeeper, or any other rank on that skillset... granted that another skillset rank isn't greater.  Currently there's going to be 6 skillsets:

Merchant, those who deal with trade and shops
Medical, your friendly neighborhood doctor
Business, the men in suits who make all the decisions
Politics, those cut-throat bastards that will do anything to climb to power
Law, the pompous law-enforcing pigs (who knows, they might not be jackasses for once)
Labor, the hard workers of the world. Just some basics in this skillset, the rest will be experience from laboring.

Actually lol, writing this out just now clarified to me more of how I would like this part of the mod to be created. ;)



w/o Jobs I've run into quite a few problems for how some things that were job-specific in CityRPG would work, but I found ways that could work around these problems and in most cases, improve them.  Licences, Abilities, and Skills are the main way this is accomplished.  Here's a pretty basic overview of the problems and their fixes.  If theres something I didn't include just let me know.

Selling Weaponry, This one's pretty simple -- Get a license, as stated in OP >.<
Becoming a Cop, I'm going to have a special "Cop" group where you can apply to join, rank up to a higher position, and all that stuff.
Placing a Bounty, For this one i'm actually just not going to have bounties; If you're a cop and you want to alert a search for a criminal, post a APB, whereas if you're not in the Law skillset, you can get a little shady and hire a mercenary.
« Last Edit: September 16, 2013, 09:05:31 PM by Vaux »

Currently there's going to be 5 skillsets:

Merchant
Medical
Business
Politics
Law
Labor
I count 6 c:


The images are broken.
Quote from: http://qupload.com/images/style4.png
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.


Apache Server at qupload.com Port 80

The images are broken.
I would upload them to another site but since I decided to go with Option 4 (the sleek white one) ill just lock the poll...

I can always switch out styles in the future too

Placing a Bounty, For this one i'm actually just not going to have bounties; If you're a cop and you want to alert a search for a criminal, post a APB, whereas if you're not in the Law skillset, you can get a little shady and hire a mercenary.
I think there should be bounties and bounty hunters. There needs to be some organized crime that can actually be kept track of. Placing bounties should be secretive, but always illegal.

Here are my ideas that I wanted to post earlier:

I have always liked the idea of the bounty hunter job and placing bounties. However, there are a few problems that I have noticed. First of all, hardly anyone ever places bounties. If you aren't rich and you actually need your money (like most people), it's a waste of money to place a bounty. The minimum amount you can place on someone's head is $200. This is a lot to some people, and even to those who can afford it there really is no benefit to placing one. Jasa's CRP had a few good additions regarding placing bounties; for certain jobs, placing bounties could give you experience which allows you to get better, higher paying jobs in that career path. There was actually a reason to place bounties. I think we can expand on this general idea.

Placing bounties should benefit you in some way, and I think the best way is with experience. You get more experience in, say, a government position when you place money on someone's head. The more money you put down, the better chance you have of gaining experience, which is just like Jasa's. To expand on this, I think you should add reputation into the mix. You should lose some reputation every time you place a bounty. This would be the corrupt side of a government position. Also, when you go to place a bounty, the minimum amount to put on someone's head should be determined by that player's reputation, money, skill, etc. If you are trying to get a rich, highly respected government official killed, it's gonna cost you a good amount of money because it's more risk for the bounty hunters because:

For example:  if you select "Murder" and a player of high reputation/rich as the victim, the criminal will be jailed longer. This means that if someone with a high social status or high reputation is murdered, you will get more demerits and more time in jail. This would most likely be determined by:  money + reputation + job (if you kill the mayor, you are more wanted).



Usually bounty hunters are also able to jail criminals. I think this is good, but to an extent. You don't send a bounty hunter after a harmless pickpocket; you leave those criminals to actual cops. I think that bounty hunters should only be able to jail criminals with 4-6 stars, the major criminals. However, they do not receive all of the money that a normal cop would for jailing that criminal. They should get half or maybe a little more.

Also, for some reason, bounty hunters have been able to kill people with money on their heads right out in the open and not get wanted. The assassin business is an illegal business. You should not be able to claim a bounty right on a sidewalk and be free of guilt. I think that bounty hunters should have to be stealthy or deceiving. They can get someone to go into an alley with them, or into an empty building where they can take them out with nobody knowing so they don't get wanted. They could also use stealthy weaponry, such as a sniper rifle or a knife, to take out bounties or wanted people.

I've also been thinking about how you can gain skills as an assassin. I think it should go like this:

Hired Killer - Lowest pay in skillset // spawns with knife
Bounty Hunter - Little bit higher salary // spawns with gun
Hitman - Higher salary // spawns with a silenced gun
Assassin - Highest salary // spawns with silenced gun and sniper rifle

To prevent players from going on killing sprees with these weapons, their skill should change to something else if they commit enough random murders or crimes. As long as they claim bounties and stay out of jail from murders and other crimes, they remain a bounty hunter. It would be much like if a police officer committed crimes and had his badge taken away, except the bounty hunter would get his weapon taken away. I would view spawning with weapons as a privilege and abusing that privilege will get them taken away. Same goes for policeman. If they abuse their weapons or power, they will eventually get those taken away.

Hired Killer - Lowest pay in skillset // spawns with knife
Bounty Hunter - Little bit higher salary // spawns with gun
Hitman - Higher salary // spawns with a silenced gun
Assassin - Highest salary // spawns with silenced gun and sniper rifle
Oh god please.
I think you should NEVER spawn with any kind of weapon.
I mean god, that's what I absolutely hate about most of the CityRPG edits: you pick a job that spawns with a gun, you kill that person, he respawns and kills you with his gun he always has.
Also, what's the point in buying weaponry if you just.. have it?