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 8267 times)

• Not a crater town (aka mountain walls all around the city.) For example, back when I built the map for Crown, 1/3 of the outer edge of the city was mountain. The rest was open grass hills or ocean. Use invisible baseplate cubes (or even terrain blocks) to keep people blocked in. For extra security, add a layer of zone bricks behind that. Kill any player and destroy any vehicle that enters that zone brick.
• Administration =/= job. When admins get ridiculous amounts of money on City RPGs, it ruins the balance. You get a bunch of admins that are either ONLY building, ONLY killing, or they quit after less than a week, simply because at that point they've already "won," or as close as you can get to winning on a City RPG.
• Constant development should be a thing. Cities don't just start out with a stuff ton of empty lots and a couple of official buildings, they start as a town and move their way up. As more space is used, place down more roads and expand outwards. Eventually, start a new town.
• No redundant weapons. It's a City RPG not a COD City TDM. No explosives, no automatics, no insta-gib/kill, etc. Statistically, criminals use pistols in crime. Police carry pistols/stun-guns. If you think you can keep it balanced, SWAT and gang members are really the only people who SHOULD have rifles/shotguns.

Those are kinda just the biggest things that bug me on City RPGs

Do a quick search in the search tool. There have been many people who have attempted CityRPG's with threads containing suggestions. My suggestion is to not host a CityRPG unless you're creating an entirely new add-on. Iban's has shown to always fail. It just isn't equal.

• Not a crater town (aka mountain walls all around the city.) For example, back when I built the map for Crown, 1/3 of the outer edge of the city was mountain. The rest was open grass hills or ocean. Use invisible baseplate cubes (or even terrain blocks) to keep people blocked in. For extra security, add a layer of zone bricks behind that. Kill any player and destroy any vehicle that enters that zone brick.

I'm probably going to make an island city because I loving love making terrain :)


• Administration =/= job. When admins get ridiculous amounts of money on City RPGs, it ruins the balance. You get a bunch of admins that are either ONLY building, ONLY killing, or they quit after less than a week, simply because at that point they've already "won," or as close as you can get to winning on a City RPG.

I've always loving hated this in cityRPGs. The only admins that get a free pass to richhood are going to be the people that have to test that stuff, which is probably going to just be me. And even then, I will take it back when the testing is over. I actually like playing cityRPG lol

otherwise they have to play the serv like everyone else :/


• Constant development should be a thing. Cities don't just start out with a stuff ton of empty lots and a couple of official buildings, they start as a town and move their way up. As more space is used, place down more roads and expand outwards. Eventually, start a new town.

With the islands setting, I might just start with one small island and make bigger and bigger ones as the server demands it, eventually holding group polls to vote each island.


• No redundant weapons. It's a City RPG not a COD City TDM. No explosives, no automatics, no insta-gib/kill, etc. Statistically, criminals use pistols in crime. Police carry pistols/stun-guns. If you think you can keep it balanced, SWAT and gang members are really the only people who SHOULD have rifles/shotguns.

This was a big problem I saw, I don't know how to regulate weapons beyond doing it roleplay-wise. I thought about making anything above normal firearms super expensive to spawn.

I will be using tier+tactical just because it's easy to edit, add new weapons. I might catch flak for it because people don't like T+T for some reason, but I want to make it so people have to buy ammo for their guns, effectively bottlenecking crime to a point.


Do a quick search in the search tool. There have been many people who have attempted CityRPG's with threads containing suggestions. My suggestion is to not host a CityRPG unless you're creating an entirely new add-on. Iban's has shown to always fail. It just isn't equal.

I want to host a CityRPG regardless. I don't want it to be some super serious server, I just wanna have fun without having dumb admins stuff on everything

Don't have it be a total loving grind fest and make it so that there's actually more to do than spamming the mouse button and making a business.

Mechanic

Getting into car accidents damages your car (which you had to pay for) you need to get a mechanic to repair it

Also car health deteriorates naturally over use

Gas should also be a thing

And racecar driver job

And street racer as a criminal branch


Maybe I put it wrong, but by experienced I meant being able to fix up a mod and host it correctly. We need something that is not based off the same old broken mods.

I'm probably going to use VCE to make the server, idk about the city RPG mods



needs school shootings.


random events like in gta could be cool

Maybe add the manufacturing of guns to give more options for players and make guns harder to get. Wood and ore (laborers) go to factories which make guns which are then bought by shops to be sold to the player.

Rebellious Groups against the government.