Author Topic: "Time" for a new CityRPG  (Read 3264 times)

sure, why not



oh, but what happens with criminals

Dude this is a great idea man. But i hope there is drugs :). Sell drugs for time.

sure, why not



oh, but what happens with criminals

Read the OP.

Very interesting concept by the way. Would be very interested to see something like this. Though I am kind of queasy about the permaban on 00:00:00:0 time left. They should just die of heart attack and start over from scratch.

Also, 2 things. It should be implied of ways to gain time instead of losing time, as I can see ways of the concept be detrimental, especially harder for new players.
The second part is what I call a Pre-Game. In the movie InTime, they say that the moment you hit 30, your clock automatically starts at 30 years and goes down from there. I advise another play on that concept to give new players a couple minutes (3 minutes?) to get themselves all set up with reading the rules, etc. they shouldn't be able to do anything, and are merely in observer mode, and should have the option to skip this wait time if they are returning players.

Only thing I question is teleporting taking the same amount of time from your life as walking. I think it should take slightly more. It's a risk:reward sort of situation.

It's going to take me 5 minutes to get there. That's 5 minutes of me walking, somewhat slow.
OR, I could teleport there instantly, cut out the slow boring walk and get straight to work. However, it is going to take an extra 2 minutes worth of life away.

Now I have to decide what I want more. A quicker easier time playing, or longer spent on the server.
Otherwise I might as well always teleport. Especially as it will probably take a more efficient/direct route than were I to walk.
It gives both an incentive to think about how you spend your 'time', and also to prioritise quicker transport, like vehicles.
Thats a good point, i didnt think of that.

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Besides work, which depending on cityrp/rpg consists either of clicking bricks or just waiting for a paycheck, what else is there to do? Walk around? Be criminal? (which is always the most annoying aspect of cityrpgs)

You keep going on about how Blockland used to just be a chatroom, but that is exactly what you'd be making if you removed building and the means for creativity.

It's no longer a cityrp(g), it's Habbo Hotel.
Building wont be removed entirely, but it should be optional. Noobs can get cookie cutter houses and the experts should be able to build elegant structures.

But you're right, there's not enough things outside of work, just like irl. We could have spectator sports, minigolf, falling tiles, gladiator arenas; you know just like in real life.

permabanned meh
Very interesting concept by the way. Would be very interested to see something like this. Though I am kind of queasy about the permaban on 00:00:00:0 time left. They should just die of heart attack and start over from scratch.
I really wasn't serious about the permabanned thing. I did that more for the extremity. I do want some harsh penalty for timing out. If they just get free time everytime they die, they can just give another person a bunch of time. I'm leaning toward a disabled player that has to beg passersby for time.

Or what if we divide into two societies: an Elysium of people with time, and a Tartarus for people with no time. And it is extremely difficult to move from low to high society!

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Also, 2 things. It should be implied of ways to gain time instead of losing time, as I can see ways of the concept be detrimental, especially harder for new players.
Yea i forgot to mention that working gains you time.

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The second part is what I call a Pre-Game. In the movie InTime, they say that the moment you hit 30, your clock automatically starts at 30 years and goes down from there. I advise another play on that concept to give new players a couple minutes (3 minutes?) to get themselves all set up with reading the rules, etc. they shouldn't be able to do anything, and are merely in observer mode, and should have the option to skip this wait time if they are returning players.
In Intime, once you hit 25, you get 1 year that counts down. Ill probably have some special room for the first time you spawn with rules, and returning players get thrown right back in.

Or what if we divide into two societies: an Elysium of people with time, and a Tartarus for people with no time. And it is extremely difficult to move from low to high society!
as long as you start off in the elysium and only end up in the tartarus when you time out

as long as you start off in the elysium and only end up in the tartarus when you time out
this, and it takes a lot more to do stuff in tartarus than elysium (didn't name specifics, because it could potentially apply to everything, ex. cost of things)

interesting thing
want see more

The people who play CityRPG usually spend a lot of time on one server. They are regulars.
By permabanning them when time runs out, you will lose that crowd pretty quickly.
When they are usually the ones keeping the server alive.

What I mean is, you are counting on an infinite flow of joining players that I don't think exists.
The start of a server will look awesome, but after a couple of days almost nobody will be on.


I am all for making a new type of CityRPG that tries something different.
But your concept will need a lot of tweaks before it will be playable.
« Last Edit: February 08, 2016, 12:12:17 AM by honytawk »

The people who play CityRPG usually spend a lot of time on one server. They are regulars.
By permabanning them when time runs out, you will lose that crowd pretty quickly.
When they are usually the ones keeping the server alive.

What I mean is, you are counting on an infinite flow of joining players that I don't think exists.
The start of a server will look awesome, but after a couple of days almost nobody will be on.
I really wasn't serious about the permabanned thing. I did that more for the extremity.
I didn't think people would get hung up on this. I just didn't want people taking timing out lightly.

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I am all for making a new type of CityRPG that tries something different.
But your concept will need a lot of tweaks before it will be playable.
Of course it would need tweaks? But I still need to know what needs to be tweaked.

This idea is for very long down the road.

I didn't think people would get hung up on this. I just didn't want people taking timing out lightly.
Then what will happen when someone runs out of time?
They just die and get everything reset?
That would also suck.
You would have build up an emporium only to see it destroyed because time is up.

What you could do is some sort of father-son system where the player inherits his own buildings and part of his fortune.
But then timing out wouldn't be serious enough.


An other thing that would be nice is that the player would start small like a child and grows bigger when he gets older.
And only from a certain age would they be allowed to drive a car, otherwise they will need to use a bike.


What you could do is some sort of father-son system where the player inherits his own buildings and part of his fortune.
But then timing out wouldn't be serious enough.


An other thing that would be nice is that the player would start small like a child and grows bigger when he gets older.
And only from a certain age would they be allowed to drive a car, otherwise they will need to use a bike.
I like the age system, but I wonder if it will seem odd if it's not fully realistic.
If a child can't drive can they not work? Can they not own property?
If they can't then what can they do while waiting to grow up?

I also wonder if forcing childhood would lead the server into being more of a family rp.


As for running out of time, what if running out of time kills you and you lose your property.
Yet it remains on the map.
When you respawn you are a new person. And your proptery could go up for auction to the entire server after enough time. You could potentially earn enough to buy it back.
Alternatively you could adopt another player and they inherit it. You would have to trust the person you choose as an heir.
Your heir could even choose the new you as their heir and create a dynasty.

As for the auctions, if you could auction by baseplates and what is on them you could split up a persons collective property. So if I had 3 houses and a business they could all be bought by seperate people. This way a tycoon may not be able to buy out all property from a wealthy mans death.

If a child can't drive can they not work? Can they not own property?
If they can't then what can they do while waiting to grow up?
Children should earn education first before going to work.
But it should also be possible to go straight to work but for less money.
You create a poor/rich gap that way, which could be interesting.

And in my example they can inherit their previous lifes property but not buy new one.

But what I wouldn't do is spawn new players as children.
They should be adults with a bit education and a couple of dollars just so they can start building right away.
The wait time on other CityRPGs in the beginning was too long, this could help improve that.


I also wonder if forcing childhood would lead the server into being more of a family rp.
It would. But it would also still be a family rpg.
There is still a gaming aspect.
This could mean that the gamemode is attractive to both CityRPG and family rp players.



As for running out of time, what if running out of time kills you and you lose your property.
Yet it remains on the map.
When you respawn you are a new person. And your proptery could go up for auction to the entire server after enough time. You could potentially earn enough to buy it back.
Alternatively you could adopt another player and they inherit it. You would have to trust the person you choose as an heir.
Your heir could even choose the new you as their heir and create a dynasty.

As for the auctions, if you could auction by baseplates and what is on them you could split up a persons collective property. So if I had 3 houses and a business they could all be bought by seperate people. This way a tycoon may not be able to buy out all property from a wealthy mans death.
I don't know.
I wouldn't like it if I worked hard on a nice home and put a lot of time in to it, and then someone else comes along and buys it.
Maybe if after a while you can force the other player to let you buy it back, then it would be nice.
Then you can have a job as EA business buyer and live of the profit of other peoples shops.


Now that I think about it.
If you put a time constraint on the players, wouldn't you increase the amount of blocky builds?
They wouldn't want to put too much time into them because literally time=money.

Unless maybe if you add the job of builder that gets money from building other peoples properties.
But then you can't build your home really, only decorate it.
And some would just be a builder for the duration of their own house.

it's time to stop.
Just kidding, this is a great idea. But what happens when you run out of time? Do you just reset completely and try again?

Just kidding, this is a great idea. But what happens when you run out of time? Do you just reset completely and try again?
We are currently debating this. So far we have permaban, ban until reset, get reset and lose everything, get reset but able to reclaim property, and sent from Elysium to Tartarus (high society to low).

Here's another suggestion: nothing

Nothing happens. The clock stops at 0. No more health to lose (invincible?). Yoi have no currency to buy things with. You can't pay taxes, so everything get repossessed. You basically become a bum and try to get some time back.