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 8224 times)

City RPGs/RPs are so forgeted there is so many suggestions I could give... Jus think about a city and how it works with one exception, it has its own economy dependent on the people who live and work there. It doesnt have to be realistic but it has to be balanced, ofc. A bus/taxi system would be awesome if your build is gonna be large because I hate being killed and having to run from one side of the map to another or steal a car just to get killed by the angry owner lol. Also, mugging would be cool especially if yu could buy a mask to conceal yur identity and rob another player where no one can see yu and yu dont get any dems or whatever. If yu rob someone in public yu get dems until yu take off yur mask in a place no one can see yu. This is all suggestions if yu think its stupid jus ignore me :)

A subway system would be great for having an instantaneous transport

A subway system would be great for having an instantaneous transport
I love this idea :)

I think it should be based off of 3 things in the poll, crime and law, Jobs and RPG elements, and odd jobs and tasks.

It would be great to see missions for people where you have to transport some cannabis for someone, or maybe even deliver a pizza to someone's house.

Also, I'd recommend making the arrest thing either use cuffs (not recommended, since the cop can just cuff the criminal even though they're fighting back.) Or make it so that there's a baton, but NOT a hammer so people can't abuse the rapid fire add-on.

A subway system would be great for having an instantaneous transport
This would just be awesome.

City RPGs/RPs are so forgeted there is so many suggestions I could give... Jus think about a city and how it works with one exception, it has its own economy dependent on the people who live and work there. It doesnt have to be realistic but it has to be balanced, ofc. A bus/taxi system would be awesome if your build is gonna be large because I hate being killed and having to run from one side of the map to another or steal a car just to get killed by the angry owner lol. Also, mugging would be cool especially if yu could buy a mask to conceal yur identity and rob another player where no one can see yu and yu dont get any dems or whatever. If yu rob someone in public yu get dems until yu take off yur mask in a place no one can see yu. This is all suggestions if yu think its stupid jus ignore me :)

#1: Economy is hard to set up in blockland, unless its a simple dynamic value, most of the time there isn't a point. Some city rpg mods adds value of resources such as ore, lumber and whatnot, but that's as far as it goes. I'll look into it, but unless I see a real need for it, I probably won't add any sort of economy.

#2: Travel will be undoubtedly important as the build grows, but I may just leave that up to the players. I want to set it up so the amount of business and services relies on the players, as players will be given wrenches to start their own business and manage paychecks.

#3: If I can code masks, I would definitely add them. It would be a good idea to be able to conceal your identity.


A subway system would be great for having an instantaneous transport

I could throw in a subway system once the build gets large enough.


I think it should be based off of 3 things in the poll, crime and law, Jobs and RPG elements, and odd jobs and tasks.

It would be great to see missions for people where you have to transport some cannabis for someone, or maybe even deliver a pizza to someone's house.

Also, I'd recommend making the arrest thing either use cuffs (not recommended, since the cop can just cuff the criminal even though they're fighting back.) Or make it so that there's a baton, but NOT a hammer so people can't abuse the rapid fire add-on.

Firstly, tasks will start small and get larger dependent on whatever skill associated with completing tasks. I want to throw in tasks for people who don't want to do a bit of a grind to make their money, since some people prefer to do odd jobs over normal jobs.

Secondly, the arrests will work like this: The police are given a description, a name and a specific warrant. The officer then picks his standard equipment and whatever specialty he chose to be bought by the department, and goes on the hunt. The officer has an arrest tally that goes up for every arrest. Officers with more arrests will be promoted, whereas officers will less arrests will either be let go or assigned to different tasks. Once the officer finds the suspect, he has to slap the cuffs on the suspect. A taser helps, or killing the suspect to remove any of the suspect's weapons. Once the suspect is handcuffed, any of the online admins are informed and the suspect is moved to a holding cell until a jury convicts him. The jury is a handful of people selected by an admin that will be teleported in, and they'll have to listen to the suspect, witness and officer who arrested the suspect. Once judgement is made, the crime's respective sentence is set and the suspect goes to jail. Minor offenses can have bail posted by anyone, but major offenses require a large bail and the criminal is given a specific card that identifies him or her and will be placed into house arrest of the player who posted bail.

-snop-
Please do make it so you would probably have to baton them first to knock them out if they have a weapon, because I hate it when people just cuff you when you're shooting and you can't do jack stuff.

Please do make it so you would probably have to baton them first to knock them out if they have a weapon, because I hate it when people just cuff you when you're shooting and you can't do jack stuff.

I might make a check to see if the player is holding something out. Otherwise, keep the officers at a distance with your armored car and your guns

Officers should have a lot of power when it comes to arresting tho becuz it balances out ppl who have military grade weapons who can go on a massacre. Thanks Ike for considering my ideas and yes yu dont need an economy if its too much trouble for yu Id jus like a nice City RPG that stands out from others entertainment wise.

Officers should have a lot of power when it comes to arresting tho becuz it balances out ppl who have military grade weapons who can go on a massacre. Thanks Ike for considering my ideas and yes yu dont need an economy if its too much trouble for yu Id jus like a nice City RPG that stands out from others entertainment wise.

The biggest thing I want to keep in mind is that this is just a game, so I'd like to build things less around being serious and realistic and more around being fun and enjoyable


less grind

there will be no requirement to grind anything, however there will probably be a couple out of the way resource-collecting jobs for people who like that sorta stuff

Add more non-weapon perks. Stuff that you can strive for.

Also, it might probably sound insane, but what if there were no empty lots in the beginning? You could build a starter town from modular buildings and duplicable stuff fairly quickly. Of course, those buildings could be torn down later on as the town develops into a city, but still, it would help establishing the atmosphere early in the game.

Zoning and lots are my other gripe. They should be more flexible, having a 16x16, a 16x32, a 32x32, and a 64x64 sized lot is limiting. Maybe as the city expands, the mayor could appoint a few surveyors to help zoning out lots. Might be a pipe-dream, but players should be able to trade parts of their lots between other players too.

Add more non-weapon perks. Stuff that you can strive for.

Right now I'm trying to figure out stuff like this to add, with the usability of buying loaddups, this could come in the form of buying specialty vehicles, items and furniture that you have to unlock somehow.


Also, it might probably sound insane, but what if there were no empty lots in the beginning? You could build a starter town from modular buildings and duplicable stuff fairly quickly. Of course, those buildings could be torn down later on as the town develops into a city, but still, it would help establishing the atmosphere early in the game.

I was thinking of making most of the main city to start with, and have bots that manage the simple business stuff before players can get that started up and whatnot. The main island itself might be a fully fleshed-out town with a few available lots, and have it expand outwards in smaller, flatter man-made islands to build on.


Zoning and lots are my other gripe. They should be more flexible, having a 16x16, a 16x32, a 32x32, and a 64x64 sized lot is limiting. Maybe as the city expands, the mayor could appoint a few surveyors to help zoning out lots. Might be a pipe-dream, but players should be able to trade parts of their lots between other players too.

Depending on how building zone bricks work, I may just be able to do this. If not, I could probably whip up something with the ownership events.

Something that could be interesting is random quests.

Example:Driving a boat to island #2 to ship cargo somewhere.

Gang with guns:Give us all your cargo!

Now you have the options of giving your cargo or to rebel and kill them.

Some also have other options. Example:You can get a police spotting the gang trying to rob you and he will arrest them.