Wow, when I got done reading all the comments on this thread, I was so hyped about this!
I just have some questions about CityMOD, so here we go...
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Death:
Feel like your City's mayor has become a mini-Riddler? Start a riot, assassinate the mayor, impeach the mayor, or just graffiti propaganda over everything. The choice is all yours.
This implies that the mayor will lose his job if he's killed, which implies that death has more meaning in CityMOD then in your average CityRPG. So what do you lose when you die? Will there be more consequences if you're murdered then if you fell/hit a wall to quickly/committed Self Delete? And does starving go in between murder and falling/yadayada in terms of consequences?
Corpses:
The bodies are currently set to stay on the ground for 5-10 minutes.
Speaking of that, what will happen to your corpse besides the above? Again, will falling/blablabla not produce a corpse? And what happens when the police find the corpse, and go back to the police station to get some evidence scanning things (fingerprint scanners or whatever, if they even have those) and the corpse despawns while they're away? Will there be trolleys or whatever they're called (the carts doctors use to carry incapacitated/dead people is what I'm talking about) that also makes the corpse last longer?
What will happen if the person respawns and they've found the body and he's like "HOLY CRAP JIMMY666 MURDERED ME AND I KNOW WHERE HIS EVIDENCE IS AND STUFF!!!"? Will they have a completely black screen if they're incapacitated/dead but still a corpse to avoid them having too much knowledge about their own murder? And what if they're in 3rd person mode and can see the name of the guy who shot them in the back? What is stopping them from being revived and saying "HOLY CRAP JIMMY666 MURDERED ME!!!" again? Is 3rd person mode limited?
The Technicality's of witnessing:
B) A Police Officer or atleast a third of the server witnesses your crime.
You instantly are found guilty of your crime, and an APB is sent out for your arrest.
Let's say the mayor is on a podium giving a speech at a town meeting and everyone is there, he's talking about reform and politics and stuff, but then some nut 12 blocks away sniper rifled him in the head, what would count as everyone "witnessing" him shooting the mayor?
A) They see the mayor get shot, and magically know who the gunman very far away is
B) They see the guy shoot the gun, and magically know who the gunman very far away is
C) They see the mayor get shot, then turn around and see who shot him (But what if there's multiple people who could've done it?)
What would it be?
Also, you might see the trend here, whatever counts as witnessing,
how can they tell who he is so far away? Do they rely on his looks? What's to stop people changing their avatar? Would you have to go to a wardrobe to change your avatar? Would there be a clothes system in CityMOD?
Services:
Would there still be the ability to sell services? Like how in other CityRPG's you could event
On Activate > Self > sellService > Donate to Homeless Charity > 5 to ask people to donate 5 dollars to a homeless charity, or maybe it would be a train fee and then it would have
OnTransferSuccess > Self > doPlayerTeleport > [teleport technicals with location] and when they paid it they would teleport to some other place? How would it work with CityMod?
I think the ability to sell services would give a
lot more variety in the type of businesses one could create. But let's say some service deliberately doesn't do what it says it will do, can the owner be arrested for scamming if they don't change it to work?
Businesses:
Speaking of variety in businesses, how many types of businesses could one create?
I'm asking because while it sounds like quality of food already adds variety to the food market (one place sells cheap low-quality food, the other sells expensive luxury food), there needs to be more businesses then just food & guns, or else that will be all that is in the city. Can people start their own factory's?
Now, the obvious thing is that people will have to use the sellService event (or whatever CityMOD's version is, if it has one) creatively, but I'm talking more pre-built Businesses (like shops, ect)
[I'm going to end here because my brain is dry and I need to do something soon]
Suggestions:
Maybe there should be 2 types of food stores:
Supermarkets: This type sells you the raw components to make food, stuff like canned bread(?) can be eaten raw (unless there's only 1 type of food),
things like steak (<-- this if there's only 1 type of food) CAN, but has a chance of making you sick, stuff like broccoli doesn't have to be cooked, but needs to be refrigerated.
I think someone already suggested ovens & refrigerators, but I cannot be bothered to find out who at the momentFood cooking: Use stoves/ovens (buy-able items) to cook your food, and use a fridge to keep it from going raw in your inventory. (Idea)
Something like this: You would have to put the raw food in a refrigerator to keep it good for longer (but not forever, cause realism), and cooking it on the stove/baking it in the oven would remove the chances of being sick. This type of store wouldn't necessarily be
cheaper, but the owner wouldn't have to cook the food, and it also would have to be like an actual supermarket (lanes with food, checkout, ect)
Restaurants/Fast Food: These would sell the food cooked, directly to you, and would either be like fast food places (order, get your food when ready, there could be storage for cooked food (you know the lines where the workers grab already made Big Macs?)), or possibly like sit-down restaurants, but I'm not sure how that would work in Blockland, since it usually takes a long time to make the food in real life sit-down places. Fast food would be more convenient & cheaper, but couldn't take the time to make the 5-star food restaurants could, but restaurants would take longer and be more expensive.
Also, the prices are mostly assuming that the farmers sell high-quality food for more, and the people who process it sell it for more than it takes to buy it from the farmers, but I'm getting to that in a second.
Things I like about what CityMOD looks like:
No drugs: The problem with drugs is simply that they're
really easy money. If you've got a secret drug garden, congratulates: you've won CityRPG!
Food & Other items come from somewhere + no tick income: Now there can actually be competition, because before in your average CityRPG, food comes from nowhere, and to avoid people selling themselves food for nothing, they only allow people to add an markup to a default price, like "14 (default price) + X (markup) = Price", but even then, shopkeepers were NOT getting their main income from their store, so nobody actually tried to sell it at a profit.
Now, because farmers sell to the food processors for say, 5$ per item, and the food processors sell to the shops for say, 25$ per item, and the shopkeepers rely on their shop to survive, and there's different farmers/processors (AKA different prices), and there's different quality's of food (again, different prices),
there should be actual competition between shopkeepers. Now there's some fun/challenge in making a shop.
I'm going to stop here, since I asked A LOT of questions, and like I said, I have to go somewhere soon.
I will be
very disappointed if this does not get finished.
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