Poll

What aspect of gameplay should be focused on more?

Building
4 (13.3%)
Crime and law
8 (26.7%)
Jobs and RPG elements
10 (33.3%)
Roleplaying
2 (6.7%)
Odd jobs and tasks
5 (16.7%)
Gang building
0 (0%)
The build itself
1 (3.3%)

Total Members Voted: 30

Author Topic: In a city RPG, what aspect of gameplay should be focused on more?  (Read 6879 times)

-snip-
Ehh I'd still like to see illegal shipments of military grade weapons.

You can't have guns that don't /do/ anything. Guns ARE a big deal hence why they aren't common-use. The dogma that is in place now in City RPG-s about guns in general is what ruins them. We need a revamp of the whole concept of City RPG, not band-aid fixes.

It's not some quick hotfix that patches over the problem, the system to get a gun will be to get several licenses, buying one either yourself with a salesmen license, or from a dealer which is probably cheaper in the long run, then regularly buying ammunition because your firearm will be useless without it.

I don't know what you mean by guns that don't do anything, I don't I ever said that I'll include faulty guns, but I might add faulty guns for criminal crafting to make a risk-reward system for that.


Maybe you should implement the total rpg events

I was thinking of doing this so you have to pay for the bricks you place. And before anyone complains about having to pay for bricks, bricks will be incredibly cheap. I may even have some sort of "house starting kit" that gives first-time lot owners the money to make a simple building.


Ehh I'd still like to see illegal shipments of military grade weapons.

As far as I'm concerned, everything legal that handles firearms, distribution or consumption of the product requires licenses. If the vendor isn't allowed to spawn military grade weapons, then he/she could get into trouble and lose ability to sell legal weapons.
« Last Edit: April 09, 2015, 11:12:45 AM by IkeTheGeneric »

The only way I can see myself calling a City RPG revamped and different is if it's completely rewritten and re-imagined. I'm talking about losing the tick system, including an ACTUAL player-fed, player-sustained economy. This is pretty off-tracks as far as this topic goes, but that's my viewpoint.

The only way I can see myself calling a City RPG revamped and different is if it's completely rewritten and re-imagined. I'm talking about losing the tick system, including an ACTUAL player-fed, player-sustained economy. This is pretty off-tracks as far as this topic goes, but that's my viewpoint.

If you mean tick system by demerits, then heck yeah I'm losing demerits. I want crime to be a more fluid process, not something that's dictated by stuffty arbitrary points.

But as far as ticks go, I'm still going to have regular paychecks that are determined by jobs. Otherwise jobs would be loving stupid. I don't see any problems with having time-based things such as paychecks and whatnot


CRP2

This is the direction that city rp mods need to go in. If you're going to make a mod (not directed at anyone, just in general) you should use Jasa's as a benchmark.

CRP2

This is the direction that city rp mods need to go in. If you're going to make a mod (not directed at anyone, just in general) you should use Jasa's as a benchmark.
This is an RPG, not a roleplay.
im joking please dont kill me

CRP2

This is the direction that city rp mods need to go in. If you're going to make a mod (not directed at anyone, just in general) you should use Jasa's as a benchmark.

I might use some of these concepts. I want there to be RPG elements along with the roleplay elements, and have them go hand-in-hand.

I think one of the most important things is a good build. A walled grid of identical streets is not a good build. I really liked Crown's City RPG (see AdinX's post). Jasa's CRPs always have pretty nice builds as well.

Secondly, don't use Ibans old, broken mod. I know you said you don't know how to code particularly well, but edits of that never really work. a VCE city sounds really cool.

If there's any way to make it so not everyone is essentially self employed, that'd be awesome. I want to be able to walk into some store that's close to the property that I bought (that was, mind you, not just a hole in the ground) and get a job there. That'd be really cool.

Figure out a way of going to a car dealership to purchase a car. Just placing a spawn brick in your garage is boring.

CRP2 (as Blok said) has some really, really good ideas.

Figure out a way of going to a car dealership to purchase a car. Just placing a spawn brick in your garage is boring.

I do like this, but cars can get stolen or wrecked and they have to respawn somewhere.

I do like this, but cars can get stolen or wrecked and they have to respawn somewhere.
Yeah. maybe you go to a dealership, pick the car (maybe have brick models of the cars so you can look at them?), and then when you've bought it, you can place the spawn in your home. I don't know, something to make the purchasing of cars more realistic.

Updated the poll to include server types, I wanna know which of the six options would be the most popular

I'm confused by options two and three.
Quote
A city RPG without roleplaying elements - A straight up city RPG server that's all by-the-books, everything handled by events or a script
A city RPG using the cityRPG mod - Like most general cityRPGs, you would prefer it to be like that

They sound the same to me. Both CityRPGs, without roleplaying.

Regardless, I hope this gets somewhere. I was always interested in CityRP(G)s. I still fondly remember Diggy's CityRP being pretty nice. Good luck Ike.
« Last Edit: April 12, 2015, 08:15:42 PM by Awdax »

I'm confused by options two and three.
They sound the same to me. Both CityRPGs, without roleplaying.

I might have to differentiate it better, but the first one will be evented and the second one would use a modified cityRPG script

Oh well definitely scripts all the way. If you're going to have tons of events controlling things, it will just be much easier and more simple to do with with scripts, and modify the cityRPG script enough so it's not the "unbalanced" mess that it used to be.