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Author Topic: Scenery's SUBURBIA  (Read 142257 times)

update: police chief


the police chief is a part of the superior system described in the op but if you don't know i'll summarize it for you: the superior system is the where people are selected/elected to an office in this case the police chief office and then these people have the power to change stuff around within their department. the police chief, once selected by the mayor, can control police officer weapons and police vehicles as well as officer and cadet paychecks. the police chief can approve people applying to the police institution and either hire them as an officer or cadet. the difference between officer and cadet is that officers get weapons and cadets don't and they have separate paychecks. the police chief can also promote or demote already hired individuals to officer or cadet respectively.

the police are in charge of controlling the populous and aren't like dark rp cops like this game would imply since it has a mayor n stuff (although there is a law that the mayor can enact that makes the police able to arrest anyone). they're like the old city rpg cops where they arrest people with a wanted level and send them off to jail (jail is different though if you haven't read about it its in a previous update post). they can also baton drugs and illegal crafting machines that craft illegal weapons/foods and corpse processors which produce the corpse resource. the police chief controls the police in theory since he can fire/hire them and punish them by reducing their paychecks but the police can do whatever they want. the police chief can see how much money is spent equipping a particular officer with weapons though so if some officers preform badly and die a lot they can expect to be fired. police chief can also see how much money is spent on vehicle spawns so if the police are wrecking the vehicles constantly he can just clear the vehicles.



update: buttons


idea suggested by a few people about 50 million pages ago that i wasn't sure about when i first read it but now there's a lot of guis so remembering every command to open them is unreasonable. the buttons will automatically add/remove themselves as more guis become available to you. to click the buttons you simply detach your mouse with the default keybind 'm' and click on them and the gui assigned to that button will be opened.

the character button down there will open up a character gui that anyone can open up at any time that will display the current food buffs applied to you, perks available to you, the vehicle statistics gui i showed previously, and the laws the mayor has enacted.
« Last Edit: December 19, 2016, 06:08:10 PM by Gytyyhgfffff »

I cant believe that I just loving read the words "police alligators" on the other page
also I cant wait for chainsaw police forces

this post has a lot of stuff i know but i forgot to make updates for everything individually

update: sell bricks, exporting, vehicles, and dropping resources on death


sell bricks

to sell stuff in suburbia you don't set up any events you set up a sell brick that you can deposit weapons/resources/food into and players can then buy the stuff you put into it. you might be able to see that in the sell brick image that the weapons are being sold for free because i set the price of items in that brick to $0. altering the price lets people chose whatever amount they want to sell weapons for and if they feel that their weapons are more valuable than someone else's or some stuff you can sell them for whatever the forget you want. selling stuff for free will not be a issue because you can't create weapons/food out of mid air like you could in previous city rpgs. you have to craft them at crafting stations and you have to use resources to craft weapons and food which makes them actually have value because you have to gather the resources yourself. if you want to learn more about how you get resources to craft weapons look at the mine update. to craft food you need to grow various crops needed in a particular food's recipe. there's only 6 crops (crafting recipes don't get massively complex though the most complex one only utilizes two different crops) and crops cost only $5 to plant and they take 1 minute by default to grow (this can be altered by perks/laws/god events) but crops have a twist because if we make crops available to everyone then nobody will ever go out and buy other people's food they'd just grow and craft their own so what we've done is added base raiders power to food i'm not joking. only a certain amount of food can be placed in the server at once without hitting power limits so if you want to grow your own crops you have to go out and shoot down other's crops down and i just realized this makes a really nice circular economy because farmers will buy guns people make and guns people will buy food from farmers wow how nice.

continuing on about sell bricks they won't be able to be used if the owner of the sell brick has left the server which gives others a chance to dominate the market more easily once the big boys have left the game. police will be able to bust any sell bricks that hold illegal items though so watch out sell bricks aren't the perfect storage solution for illegal weapons you drop on death or any weapons at all actually read the dropping stuff on death update.



exporting

so if you don't want to sell stuff to people or people just aren't buying your stuff you can still make money by going out to the dock and selling stuff to japan. you can sell basically everything at japan ranging from weapons to drugs to pet alligators. you can sell food for barely any profit because you had to pay money for the crops to make the food but at least there's profit at all. selling to japan isn't supposed to be good we want you to sell stuff to other players which will certainly make you more money anyways because you can set your price as explained above. you can sell resources as in crops, drugs, and minerals for hardly any profit except the minerals don't cost money to generate so mines sort of become a free money printer. minerals don't sell for well though so it'll take a stuffton of time to get rich just off of selling minerals from your mines. you can sell weapons too and as said before you can sell your pet alligators yes there's pet alligators in suburbia if you haven't heard read page 29 cunt.


dropping stuff on death

so there's an issue with sell bricks: you can store all your stuff for free without any fear of losing any of it even if you die. well to fix this issue we've came up with a dropping stuff on death feature just read destroyerofblock's post he explains it better than i could
20% of item worth (editor's note: item worth as in the worth of all items contained in sell bricks and you drop food and resources such as crops and minerals too) is now dropped on death. item worth is the sum of all items stored and an individual item's worth is the price you sell it to the japanese for which is very close to the price of the materials. the cheapest items are dropped first. if an item can't be divided up into cash while maintaining the 20%, such as if a guy has only one gun in a shop or something, the item disappears and cash equal to the percent that would drop is dropped while the owner is compensated for the remainder. item drop percent is 10% higher than cash drop to make items a less viable wealth holder than money and so people will gank each other in the mines.
in addition to this you drop all resources and weapons and food stored on your player. as seen in the image they drop into nice little backpacks that other players can pick up and if you're fast enough you could get to your death location and recover all your stuff dropped.


vehicles

so there's a fancy vehicle gui but we already covered that. however i've added vehicle hp and seat count to the vehicle gui as well as tabs at the top for better organization. more importantly though vehicles have been overhauled since i last mentioned them and i don't even know when i mentioned them last. i probably last talked about them like a year ago so it isn't surprising that they have changed since then. acquiring vehicles and how vehicles work has been changed compared to city rpg because you have to purchase each vehicle individually now but every purchase is temporary and ownership of a particular vehicle is reset when you switch the vehicle out for another or when its killed. however every single vehicle is dirt cheap with the fastest vehicle priced at only $33 but to be fair the buying power of the suburbian dollar is greater than real life and city rpg. vehicles are meant to be temporary partly because if we had a permanent vehicle system purchasing vehicles would become a status symbol as the vehicles would be more expensive since they would last forever and they would also clog up the server. vehicles also don't have a lot of hp compared to most vehicles which thanks to badspot usually have 400 hp by default. so you can't drive around in a dinky car anymore and kill the entire sever over and over again because you're basically in an indestructible tank even though you're like in a forgetin smart car which was a loving pain in old city rpg days but fortunately we at scenery co actually possess brains and know that vehicles with 400 hp each are bullstuff.
« Last Edit: December 24, 2016, 10:55:17 PM by Gytyyhgfffff »

Is there an estimated time for completion?

Is there an estimated time for completion?
private testing of the actual game will probably begin within a week

private testing of the actual game will probably begin within a week

heck yeah

private testing of the actual game will probably begin within a week
ok so who will be able to actually test it and play it

ok so who will be able to actually test it and play it

im going to assume friends and maybe some people who have followed suburbia for most of the way

edit: i mean admins and friends and probably not much else
« Last Edit: December 25, 2016, 10:22:28 AM by Element »

im going to assume friends and maybe some people who have followed suburbia for most of the way
oh so not me then
brb finding nearest cliff to jump off of

holy bollocks its actually happening


Regarding discouraging selling to Japan all the time: you could of course make the price depend on when was a particular commodity sold. How about making the price of each commodity drop with each sale made? Or if a commodity had not been exported for a while the buy price could increase (to a specified amount only, to avoid players deliberately starving Japanese to rack up humongous profits).

How about whatever isn't popular selling to players, has a higher demand from Japan. But then once those unpopular player items start being sold to Japan, it's demand starts lowering. Then they have to start selling those items back to players for a better profit. Now it's up to the players to either keep this market fluctuating or find a way to have a happy medium between selling to players and selling to Japan.

the japanese exist to serve as resources to cash converters and thus will buy goods for jack stuff so adding some alternative npc market will be time consuming and do mostly nothing as the price changes will have to be insignificant in order for them to retain their original purpose and prevent a npc market from dominating the player market